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https://github.com/1dot13/source.git
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- 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:
@@ -2043,7 +2043,7 @@ void RenderAutoResolve()
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SetFactTrue( FACT_FIRST_BATTLE_WON );
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}
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SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25: no loyalty
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#else
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HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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@@ -642,7 +642,7 @@ void InitNewCampaign()
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//InitKnowFacilitiesFlags( );
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BuildUndergroundSectorInfoList();
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no UB
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#else
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if (!is_networked)
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@@ -298,7 +298,7 @@ void InitCreatureQuest()
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fPlayMeanwhile = TRUE;
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#endif
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles && no creatures
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#else
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if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed )
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@@ -1561,7 +1561,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion )
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if( gfClearCreatureQuest && giLairID != -1 )
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{
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giLairID = 0;
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no UB
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#else
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gfCreatureMeanwhileScenePlayed = FALSE;
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@@ -221,7 +221,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE!
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if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ )
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//No JA25 UB
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#else
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AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
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@@ -361,7 +361,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// BeginAirRaid( );
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// break;
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// Ja25 No meanwhiles
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#else
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case EVENT_MEANWHILE:
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@@ -559,7 +559,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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AutoSaveToSlot[4] = FALSE;
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 no meanwhiles
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#else
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// reset meanwhile flags
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@@ -715,7 +715,7 @@ fFirstTimeInMapScreen = TRUE;
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InitCustomStrategicLayer ( );
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#endif
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#else
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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#else
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INT32 iStartingCash;
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@@ -38,7 +38,7 @@ void HourlyLarryUpdate( void );
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extern INT32 GetCurrentBalance( void );
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extern void PayOffSkyriderDebtIfAny( );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//no UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave();
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@@ -100,7 +100,7 @@ CHAR16 zString[128];
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HourlyQuestUpdate();
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HourlyLarryUpdate();
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no UB
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#else
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HourlyCheckIfSlayAloneSoHeCanLeave();
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@@ -445,7 +445,7 @@ void HourlyLarryUpdate( void )
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}
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no JA25 UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave()
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@@ -678,7 +678,7 @@ void LandHelicopter( void )
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}
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else
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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Assert( 0 );
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//No meanwhiles
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#else
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@@ -1326,7 +1326,7 @@ BOOLEAN AllowedToTimeCompress( void )
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return( FALSE );
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 no meanwhiles
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#else
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// meanwhile coming up
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@@ -1805,7 +1805,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
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return( FALSE );
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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// meanwhile coming up
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@@ -5680,7 +5680,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
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FadeInGameScreen( );
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SetUpShutDownMapScreenHelpTextScreenMask( );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//no ja25 UB
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#else
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// Add e-mail message
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@@ -180,7 +180,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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INT8 bTownId = 0;
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UINT8 ubSectorID;
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25: No meanwhiles
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#else
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if( AreInMeanwhile( ) )
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@@ -267,7 +267,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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{
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HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
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@@ -284,7 +284,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0)
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{
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HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ );
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@@ -306,7 +306,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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}
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HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ );
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@@ -343,7 +343,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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HandleOutskirtsOfMedunaMeanwhileScene();
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@@ -1985,7 +1985,7 @@ void BeginCaptureSquence( )
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void EndCaptureSequence( )
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no UB
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#else
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@@ -816,7 +816,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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break;
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case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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// no UB
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#else
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AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
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@@ -1719,7 +1719,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
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if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector &&
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FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) &&
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(pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) ||
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25: NO meanwhiles
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#else
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AreInMeanwhile() ||
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@@ -1733,7 +1733,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
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//QUEUE BATTLE!
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//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
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//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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/*Ja25: No meanwhiles*/
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#else
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if( AreInMeanwhile() )
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@@ -208,7 +208,7 @@ void HandleEnricoEmail(void)
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UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
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UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//JA25 UB
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#else
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// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
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@@ -1840,7 +1840,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec
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// set fact is has been lib'ed and set history event
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AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25: No meanhwiles
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#else
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HandleMeanWhileEventPostingForTownLiberation( bTownId );
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@@ -1875,7 +1875,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY
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if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) )
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhile
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#else
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// the whole town is under enemy control, check if we libed this town before
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@@ -5792,7 +5792,7 @@ UINT32 MapScreenHandle(void)
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RenderKeyRingPopup( FALSE );
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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/* UB */
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#else
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CheckForMeanwhileOKStart( );
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@@ -1485,7 +1485,7 @@ void BeginLoadScreen( void )
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
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#else
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//Ja25: No meanwhiles
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@@ -1905,7 +1905,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
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}
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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/* Ja25: No meanwhiles */
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#else
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// If we are in a meanwhile...
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@@ -2388,7 +2388,7 @@ void PrepareLoadedSector()
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BOOLEAN fEnemyPresenceInThisSector = FALSE;
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BOOLEAN fAddCivs = TRUE;
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INT8 bMineIndex = -1;
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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if( AreInMeanwhile( ) == FALSE )
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@@ -2417,7 +2417,7 @@ void PrepareLoadedSector()
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if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
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{
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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if ( !AreReloadingFromMeanwhile( ) )
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@@ -2542,7 +2542,7 @@ void PrepareLoadedSector()
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{
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AddProfilesNotUsingProfileInsertionData();
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
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@@ -2920,7 +2920,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
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memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
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}
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#if (defined JA2UB || defined JA113NODEMO)
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#if (defined JA2UB)
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//Ja25 No meanwhiles
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#else
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if( AreInMeanwhile() == FALSE )
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