- Removed the "JA113NODEMO" define

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5514 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-08-24 08:15:20 +00:00
parent 061ea16cea
commit 114f0064c4
38 changed files with 87 additions and 121 deletions
+2 -2
View File
@@ -28,7 +28,7 @@
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.5423 (Development Build)" };
#elif defined (JA113DEMO) || defined (JA113NODEMO)
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.5423 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.5423 (Development Build)" };
@@ -47,7 +47,7 @@
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.5423 (Development Build)" };
#elif defined (JA113DEMO) || defined (JA113NODEMO)
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.5423 (Development Build)" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13.5423 (Development Build)" };
+2 -2
View File
@@ -3626,7 +3626,7 @@ BOOLEAN HandleMailSpecialMessages( UINT16 usMessageId, INT32 *iResults, EmailPtr
fSpecialCase = TRUE;
break;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no UB
#else
case( MERC_INTRO ):
@@ -6307,7 +6307,7 @@ BOOLEAN ReplaceMercNameAndAmountWithProperData( CHAR16 *pFinishedString, EmailPt
#ifdef JA2BETAVERSION
void AddAllEmails()
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no UB
#else
UINT32 uiCnt;
+1 -1
View File
@@ -652,7 +652,7 @@ void BtnFlowerOrderSendButtonCallback(GUI_BUTTON *btn,INT32 reason)
if ( gubCurrentlySelectedFlowerLocation == 7 )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
// sent to meduna!
+1 -1
View File
@@ -2043,7 +2043,7 @@ void RenderAutoResolve()
SetFactTrue( FACT_FIRST_BATTLE_WON );
}
SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: no loyalty
#else
HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
+1 -1
View File
@@ -642,7 +642,7 @@ void InitNewCampaign()
//InitKnowFacilitiesFlags( );
BuildUndergroundSectorInfoList();
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
if (!is_networked)
+2 -2
View File
@@ -298,7 +298,7 @@ void InitCreatureQuest()
fPlayMeanwhile = TRUE;
#endif
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles && no creatures
#else
if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed )
@@ -1561,7 +1561,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion )
if( gfClearCreatureQuest && giLairID != -1 )
{
giLairID = 0;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
gfCreatureMeanwhileScenePlayed = FALSE;
+2 -2
View File
@@ -221,7 +221,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE!
if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//No JA25 UB
#else
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
@@ -361,7 +361,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// BeginAirRaid( );
// break;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// Ja25 No meanwhiles
#else
case EVENT_MEANWHILE:
+2 -2
View File
@@ -559,7 +559,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
AutoSaveToSlot[4] = FALSE;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
// reset meanwhile flags
@@ -715,7 +715,7 @@ fFirstTimeInMapScreen = TRUE;
InitCustomStrategicLayer ( );
#endif
#else
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
#else
INT32 iStartingCash;
+3 -3
View File
@@ -38,7 +38,7 @@ void HourlyLarryUpdate( void );
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave();
@@ -100,7 +100,7 @@ CHAR16 zString[128];
HourlyQuestUpdate();
HourlyLarryUpdate();
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
HourlyCheckIfSlayAloneSoHeCanLeave();
@@ -445,7 +445,7 @@ void HourlyLarryUpdate( void )
}
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no JA25 UB
#else
void HourlyCheckIfSlayAloneSoHeCanLeave()
+1 -1
View File
@@ -678,7 +678,7 @@ void LandHelicopter( void )
}
else
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
Assert( 0 );
//No meanwhiles
#else
+2 -2
View File
@@ -1326,7 +1326,7 @@ BOOLEAN AllowedToTimeCompress( void )
return( FALSE );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
// meanwhile coming up
@@ -1805,7 +1805,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
return( FALSE );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
// meanwhile coming up
+1 -1
View File
@@ -5680,7 +5680,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
FadeInGameScreen( );
SetUpShutDownMapScreenHelpTextScreenMask( );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no ja25 UB
#else
// Add e-mail message
+5 -5
View File
@@ -180,7 +180,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
INT8 bTownId = 0;
UINT8 ubSectorID;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No meanwhiles
#else
if( AreInMeanwhile( ) )
@@ -267,7 +267,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
{
HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: no loyalty
#else
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
@@ -284,7 +284,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0)
{
HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// Ja25: no loyalty
#else
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ );
@@ -306,7 +306,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
}
HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// Ja25: no loyalty
#else
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ );
@@ -343,7 +343,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
HandleOutskirtsOfMedunaMeanwhileScene();
+1 -1
View File
@@ -1985,7 +1985,7 @@ void BeginCaptureSquence( )
void EndCaptureSequence( )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
+1 -1
View File
@@ -816,7 +816,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
break;
case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
+2 -2
View File
@@ -1719,7 +1719,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector &&
FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) &&
(pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) ||
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: NO meanwhiles
#else
AreInMeanwhile() ||
@@ -1733,7 +1733,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
//QUEUE BATTLE!
//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/*Ja25: No meanwhiles*/
#else
if( AreInMeanwhile() )
+1 -1
View File
@@ -208,7 +208,7 @@ void HandleEnricoEmail(void)
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//JA25 UB
#else
// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
+2 -2
View File
@@ -1840,7 +1840,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec
// set fact is has been lib'ed and set history event
AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No meanhwiles
#else
HandleMeanWhileEventPostingForTownLiberation( bTownId );
@@ -1875,7 +1875,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY
if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhile
#else
// the whole town is under enemy control, check if we libed this town before
+1 -1
View File
@@ -5792,7 +5792,7 @@ UINT32 MapScreenHandle(void)
RenderKeyRingPopup( FALSE );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/* UB */
#else
CheckForMeanwhileOKStart( );
+6 -6
View File
@@ -1485,7 +1485,7 @@ void BeginLoadScreen( void )
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
#else
//Ja25: No meanwhiles
@@ -1905,7 +1905,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
}
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/* Ja25: No meanwhiles */
#else
// If we are in a meanwhile...
@@ -2388,7 +2388,7 @@ void PrepareLoadedSector()
BOOLEAN fEnemyPresenceInThisSector = FALSE;
BOOLEAN fAddCivs = TRUE;
INT8 bMineIndex = -1;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if( AreInMeanwhile( ) == FALSE )
@@ -2417,7 +2417,7 @@ void PrepareLoadedSector()
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ( !AreReloadingFromMeanwhile( ) )
@@ -2542,7 +2542,7 @@ void PrepareLoadedSector()
{
AddProfilesNotUsingProfileInsertionData();
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
@@ -2920,7 +2920,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if( AreInMeanwhile() == FALSE )
+1 -1
View File
@@ -1508,7 +1508,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
return( FALSE );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
if ( AreInMeanwhile( ) )
+2 -2
View File
@@ -407,7 +407,7 @@ void DoneFadeOutEndCinematic( void )
// OK, end death UI - fade to smaker....
void HandleDoneLastEndGameQuote( )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No queen
#else
EndQueenDeathEndgame( );
@@ -421,7 +421,7 @@ EndQueenDeathEndgame( );
void QueenBitchTimerCallback( void )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no Ub
#else
HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
+1 -1
View File
@@ -3024,7 +3024,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
pFace->fAnimatingTalking = TRUE;
pFace->fFinishTalking = FALSE;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No Meanwhiles
#else
if ( !AreInMeanwhile( ) )
+3 -3
View File
@@ -4105,7 +4105,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
// This is not the end, 'cause momma creature is still alive
TriggerNPCRecordImmediately( 136, 8 );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no Ub
#else
EndQueenDeathEndgame( );
@@ -4116,7 +4116,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
// Continue with endgame cimematic..
DeleteTalkingMenu( );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//no Ub
#else
EndQueenDeathEndgameBeginEndCimenatic( );
@@ -4128,7 +4128,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
// Just end queen killed dequence.......
DeleteTalkingMenu( );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
EndQueenDeathEndgame( );
+4 -4
View File
@@ -6249,7 +6249,7 @@ void SetEnemyPresence( )
// If we are just starting game, don't do this!
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: no meanwhiles
if ( !DidGameJustStart() )
#else
@@ -6791,7 +6791,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
@@ -7051,7 +7051,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
SetFactTrue( FACT_FIRST_BATTLE_WON );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
@@ -8747,7 +8747,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
// Go into combat!
// If we are in a meanwhile... don't enter combat here...
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
if ( !AreInMeanwhile( ) )
+1 -1
View File
@@ -1102,7 +1102,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
if ( pSoldier->bActive )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles in exp
#else
// ATE: Make sure life of elliot is OK if from a meanwhile
+3 -3
View File
@@ -1274,7 +1274,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
}
else
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
if ( fMartialArtist )
#else
@@ -4021,7 +4021,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
}
// OK, if we are in a meanwhile and this is elliot...
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//ja25: No queen
#else
if ( AreInMeanwhile( ) )
@@ -4045,7 +4045,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
// If guy is now dead, play sound!
if ( pSoldier->stats.bLife == 0 )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile() )
+4 -4
View File
@@ -5741,7 +5741,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
}
////////////////////////////////////////////////////////////////////////////
sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No meanwhiles
#else
if ( AreInMeanwhile() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION )
@@ -9093,7 +9093,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
{
return;
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No meanwhiles
#else
// ATE: Don't getup if we are in a meanwhile
@@ -9350,7 +9350,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo
// Turn off
this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: No meanwhiles
#else
// CJC: make sure Elliot doesn't bleed to death!
@@ -11755,7 +11755,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
}
//Ja25 No meanwhiles
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE)
#else
+1 -1
View File
@@ -709,7 +709,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
}
}
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25: no queen
#else
else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ )
+3 -3
View File
@@ -933,7 +933,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
gfWasInMeanwhile = FALSE;
return TRUE;
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25v No meanwhiles
#else
else if( AreInMeanwhile() )
@@ -1042,7 +1042,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
EnableModifiedFileSetCache(cacheResetValue);
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhile
#else
if( fShouldBeInMeanwhile )
@@ -1204,7 +1204,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile()
//
// Load in the sectors ITems
//
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25v no meanwhiles
#else
if( AreInMeanwhile() )
+1 -1
View File
@@ -733,7 +733,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
// This code should put the game in turn-based and give control to the AI-controlled soldier
// whose pointer has been passed in as an argument (we were in non-combat and the AI is doing
// something visible, i.e. making an attack)
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
+1 -1
View File
@@ -1564,7 +1564,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
HandleShortCutExitState( );
//*puiNewEvent = I_EXIT;
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) )
+1 -1
View File
@@ -3615,7 +3615,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
// }
//}
// WDS 07/19/2008 - Random number use fix
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
if ( iDiceRoll < iHitChance )
#else
+2 -2
View File
@@ -3374,7 +3374,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
UINT8 ubNumEnemies = 0;
UINT8 ubNumAllies = 0;
UINT32 cnt;
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) )
@@ -6620,7 +6620,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri
// if the quote was faint, say something
if (ubVolumeIndex == 0)
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0)
+1 -1
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@@ -368,7 +368,7 @@ void RenderRadarScreen( )
RenderSquadList( );
return;
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//JA25 No meanwhiles
#else
if( AreInMeanwhile( ) == TRUE )
+1 -1
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@@ -3372,7 +3372,7 @@ void TrashWorld( void )
//Remove the schedules
DestroyAllSchedules();
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
// on trash world sheck if we have to set up the first meanwhile
+16 -50
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@@ -3,35 +3,6 @@
#include "Language Defines.h"
// -----------------------------
// *****************************
// WANNE: Enable this define to use the rifle sling feature (Feature was added in Revision: 5207)
#define ENABLE_RIFLE_SLING
// -----------------------------
// *****************************
// -----------------------------
// *****************************
// WANNE: Enable this define to show explosives display (Feature was added in Revision: 5210)
#define ENABLE_DISPLAY_EXPLOSIVES
// -----------------------------
// *****************************
// -----------------------------
// *****************************
// WANNE: Enable this define, to build an executable where you can enable/disable zombies in tactical (ingame option screen).
// It seems (and is confirmed), that executables compiled with this zombie option turned on, causes slowdown in tactical.
//#define ENABLE_ZOMBIES
// -----------------------------
// *****************************
// -----------------------------
// *****************************
// WANNE: Enable this define, to build the gameloop with the highspeed timer. To use the highspeed timer, you also have to set the HIGHSPEED_TIMER = TRUE in ja2.ini
#define USE_HIGHSPEED_GAMELOOP_TIMER
// -----------------------------
// *****************************
// -----------------------------
// *****************************
// WANNE: Enable those 2 defines, if you want to build UB-Version!!
@@ -46,32 +17,27 @@
// -----------------------------
// *****************************
// WANNE: With these defines we can build JA2 DEMO version that runs with 1.13
// The 2 UB defines (JA2UB and JA2UBMAPS) have to be disabled in order to build a demo executable
// WANNE: With these define we can build JA2 DEMO version that runs with 1.13
// The 2 UB defines (JA2UB and JA2UBMAPS) should be disabled, because we only want to build the demo version from the JA2 code!
// There are different combinations of the 2 defines
// 1.) Both defines are enabled: Build demo v1.13, which uses the slf files from orginal JA2 demo
// #define JA113DEMO
// #define JA113NODEMO
// 2.) !!!! Only JA113DEMO define enabled: Build demo v1.13, which uses the ja2 original files. This is the prefered way of building the 1.13 demo !!!!
// #define JA113DEMO
// // #define JA113NODEMO
// 3.) Only JA113NODEMO define enabled: This build a "normal" 1.13 version, with a little influence of a UB version (disable all meanwhiles, emails, no quest with queen, alien queen)
// This version can be used for modders to have a "blank" 1.13 version with no special quests.
// // #define JA113DEMO
// #define JA113NODEMO
// WANNE: If both defines are disabled, we just build "normal" 1.13 or "unfinished business" 1.13 (when JA2UB and JA2UBMAPS enabled) version!
//#define JA113DEMO
//#define JA113NODEMO
// *****************************
// -----------------------------
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// -----------------------------
// WANNE: Enable this define, to build an executable where you can enable/disable zombies in tactical (ingame option screen).
// It seems (and is confirmed), that executables compiled with this zombie option turned on, causes slowdown in tactical.
//#define ENABLE_ZOMBIES
// -----------------------------
// -----------------------------
// WANNE: Enable this define, to build the gameloop with the highspeed timer. To use the highspeed timer, you also have to set the HIGHSPEED_TIMER = TRUE in ja2.ini
#define USE_HIGHSPEED_GAMELOOP_TIMER
// -----------------------------
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL)
//#define JA2BETAVERSION
//#define JA2EDITOR
+2 -2
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@@ -340,7 +340,7 @@ void EnterTacticalScreen( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/* Ja25 No meanwhiles */
#else
// Locate if in meanwhile...
@@ -952,7 +952,7 @@ UINT32 MainGameScreenHandle(void)
//UB
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/* JA2UB */
#else
CheckForMeanwhileOKStart( );