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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
bug fixes from Overhaul:
- Data type changes - Templates removed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -89,7 +89,7 @@ void AutoResolveBattleCallback( GUI_BUTTON *btn, INT32 reason );
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void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason );
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void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason );
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void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, wchar_t *szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent );
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void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, STR16 szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent );
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void CheckForRobotAndIfItsControlled( void );
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@@ -170,10 +170,10 @@ INT32 giHilitedInvolved, giHilitedUninvolved;
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extern void CalculateGroupRetreatSector( GROUP *pGroup );
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extern void GetMapscreenMercAssignmentString( SOLDIERTYPE *pSoldier, wchar_t sString[] );
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extern void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, wchar_t sString[] );
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extern void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, wchar_t sString[] );
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extern void GetMapscreenMercDepartureString( SOLDIERTYPE *pSoldier, wchar_t sString[], UINT8 *pubFontColor );
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extern void GetMapscreenMercAssignmentString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
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extern void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
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extern void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
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extern void GetMapscreenMercDepartureString( SOLDIERTYPE *pSoldier, CHAR16 sString[], UINT8 *pubFontColor );
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@@ -213,7 +213,7 @@ void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
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if( ubInvalidGroups || pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle || pSector->ubCreaturesInBattle )
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{
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wchar_t str[ 512 ];
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CHAR16 str[ 512 ];
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swprintf( str, L"Strategic info warning: Sector 'in battle' counters are not clear when they should be. "
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L"If you can provide information on how a previous battle was resolved here or nearby patrol "
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L"(auto resolve, tactical battle, cheat keys, or retreat),"
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@@ -904,7 +904,7 @@ void KillPreBattleInterface()
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void RenderPBHeader( INT32 *piX, INT32 *piWidth)
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{
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wchar_t str[100];
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CHAR16 str[100];
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INT32 x, width;
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SetFont( FONT10ARIALBOLD );
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if( gfBlinkHeader )
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@@ -967,8 +967,8 @@ void RenderPreBattleInterface()
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GROUP *pGroup;
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HVOBJECT hVObject;
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INT32 i, x, y, line, width;
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wchar_t str[100];
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wchar_t pSectorName[ 128 ];
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CHAR16 str[100];
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CHAR16 pSectorName[ 128 ];
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UINT8 ubHPPercent, ubBPPercent;
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BOOLEAN fMouseInRetreatButtonArea;
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UINT8 ubJunk;
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@@ -1417,7 +1417,7 @@ enum
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COND_DEAD
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};
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void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, wchar_t *szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent )
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void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, STR16 szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent )
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{
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Assert( pSoldier );
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*pubHPPercent = (UINT8)(pSoldier->bLife * 100 / pSoldier->bLifeMax);
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