- 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
+1 -1
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@@ -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
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@@ -642,7 +642,7 @@ void InitNewCampaign()
//InitKnowFacilitiesFlags( );
BuildUndergroundSectorInfoList();
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
if (!is_networked)
+2 -2
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -678,7 +678,7 @@ void LandHelicopter( void )
}
else
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
Assert( 0 );
//No meanwhiles
#else
+2 -2
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@@ -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
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@@ -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
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@@ -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
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@@ -1985,7 +1985,7 @@ void BeginCaptureSquence( )
void EndCaptureSequence( )
{
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
// no UB
#else
+1 -1
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -5792,7 +5792,7 @@ UINT32 MapScreenHandle(void)
RenderKeyRingPopup( FALSE );
}
#if (defined JA2UB || defined JA113NODEMO)
#if (defined JA2UB)
/* UB */
#else
CheckForMeanwhileOKStart( );
+6 -6
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@@ -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 )