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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
This commit is contained in:
+17
-17
@@ -420,11 +420,11 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
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if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
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{
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INT8 pMapName[ 128 ];
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CHAR8 pMapName[ 128 ];
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// KILL IT!!! KILL KIT!!!! IT IS CORRUPTED!!!
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GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, (STR)pMapName, sMapX, sMapY, 0 );
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FileDelete( (STR)pMapName );
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GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, pMapName, sMapX, sMapY, 0 );
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FileDelete( pMapName );
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// turn off the flag
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SectorInfo[ SECTOR( sMapX,sMapY) ].uiFlags &= (~SF_CIV_PRESERVED_TEMP_FILE_EXISTS);
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@@ -514,11 +514,11 @@ BOOLEAN LoadMapTempFilesFromSavedGameFile( HWFILE hFile )
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return FALSE;
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if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion < 78 )
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{
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INT8 pMapName[ 128 ];
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CHAR8 pMapName[ 128 ];
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// KILL IT!!! KILL KIT!!!! IT IS CORRUPTED!!!
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GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, (STR)pMapName, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
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FileDelete( (STR)pMapName );
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GetMapTempFileName( SF_CIV_PRESERVED_TEMP_FILE_EXISTS, pMapName, TempNode->ubSectorX, TempNode->ubSectorY, TempNode->ubSectorZ );
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FileDelete( pMapName );
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// turn off the flag
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TempNode->uiFlags &= (~SF_CIV_PRESERVED_TEMP_FILE_EXISTS);
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@@ -2981,51 +2981,51 @@ void GetMapTempFileName( UINT32 uiType, STR pMapName, INT16 sMapX, INT16 sMapY,
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switch( uiType )
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{
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case SF_ITEM_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\i_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\i_%s", MAPS_DIR, zTempName);
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break;
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case SF_ROTTING_CORPSE_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\r_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\r_%s", MAPS_DIR, zTempName);
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break;
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case SF_MAP_MODIFICATIONS_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\m_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\m_%s", MAPS_DIR, zTempName);
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break;
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case SF_DOOR_TABLE_TEMP_FILES_EXISTS:
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sprintf( (char *)pMapName, "%s\\d_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\d_%s", MAPS_DIR, zTempName);
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break;
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case SF_REVEALED_STATUS_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\v_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\v_%s", MAPS_DIR, zTempName);
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break;
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case SF_DOOR_STATUS_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\ds_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\ds_%s", MAPS_DIR, zTempName);
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break;
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case SF_ENEMY_PRESERVED_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\e_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\e_%s", MAPS_DIR, zTempName);
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break;
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case SF_CIV_PRESERVED_TEMP_FILE_EXISTS:
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// NB save game version 0 is "saving game"
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if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && guiSaveGameVersion != 0 && guiSaveGameVersion < 78 )
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{
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sprintf( (char *)pMapName, "%s\\c_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\c_%s", MAPS_DIR, zTempName);
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}
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else
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{
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sprintf( (char *)pMapName, "%s\\cc_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\cc_%s", MAPS_DIR, zTempName);
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}
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break;
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case SF_SMOKE_EFFECTS_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\sm_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\sm_%s", MAPS_DIR, zTempName);
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break;
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case SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS:
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sprintf( (char *)pMapName, "%s\\l_%s", MAPS_DIR, zTempName);
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sprintf( pMapName, "%s\\l_%s", MAPS_DIR, zTempName);
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break;
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default:
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