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MERGED bugfixes from revision: 4916
- Bugfix: If DISABLE_LAPTOP_TRANSITION is TRUE, some laptop initialization methods (e.g: BobbyR methods) were not executed - Removed the hardcoded setting from 3 ja2_options.ini values for a multiplayer game git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4972 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+28
-26
@@ -2090,12 +2090,24 @@ UINT32 LaptopScreenHandle()
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if( gfStartMapScreenToLaptopTransition )
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if( gfStartMapScreenToLaptopTransition )
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{
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{
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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gfStartMapScreenToLaptopTransition = FALSE;
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gfStartMapScreenToLaptopTransition = FALSE;
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//Step 1: Build the laptop image into the save buffer.
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RestoreBackgroundRects();
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RenderLapTopImage();
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HighLightRegion(giCurrentRegion);
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RenderLaptop();
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RenderButtons();
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PrintDate( );
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PrintBalance( );
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PrintNumberOnTeam( );
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ShowLights();
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if (!gGameExternalOptions.fDisableLaptopTransition)
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if (!gGameExternalOptions.fDisableLaptopTransition)
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{
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{
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//Everything is set up to start the transition animation.
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//Everything is set up to start the transition animation.
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//SGPRect SrcRect1;
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SGPRect SrcRect2, DstRect;
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SGPRect SrcRect2, DstRect;
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INT32 iPercentage, iScalePercentage, iFactor;
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INT32 iPercentage, iScalePercentage, iFactor;
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UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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@@ -2104,18 +2116,6 @@ UINT32 LaptopScreenHandle()
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INT32 iRealPercentage;
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INT32 iRealPercentage;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Step 1: Build the laptop image into the save buffer.
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RestoreBackgroundRects();
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RenderLapTopImage();
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HighLightRegion(giCurrentRegion);
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RenderLaptop();
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RenderButtons();
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PrintDate( );
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PrintBalance( );
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PrintNumberOnTeam( );
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ShowLights();
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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// Start transitioning the screen.
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// Start transitioning the screen.
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DstRect.iLeft = iScreenWidthOffset; //0
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DstRect.iLeft = iScreenWidthOffset; //0
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@@ -2399,6 +2399,7 @@ UINT32 LaptopScreenHandle()
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UINT32 RenderLaptopPanel()
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UINT32 RenderLaptopPanel()
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{
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{
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@@ -2808,6 +2809,19 @@ BOOLEAN LeaveLapTopScreen( void )
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{
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{
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gfDontStartTransitionFromLaptop = TRUE;
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gfDontStartTransitionFromLaptop = TRUE;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Step 1: Build the laptop image into the save buffer.
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RestoreBackgroundRects();
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RenderLapTopImage();
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HighLightRegion(giCurrentRegion);
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RenderLaptop();
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RenderButtons();
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PrintDate( );
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PrintBalance( );
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PrintNumberOnTeam( );
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ShowLights();
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if (!gGameExternalOptions.fDisableLaptopTransition)
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if (!gGameExternalOptions.fDisableLaptopTransition)
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{
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{
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SGPRect SrcRect1, SrcRect2, DstRect;
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SGPRect SrcRect1, SrcRect2, DstRect;
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@@ -2817,19 +2831,6 @@ BOOLEAN LeaveLapTopScreen( void )
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INT32 iRealPercentage;
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INT32 iRealPercentage;
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INT32 iLaptopMonitorCenterX, iLaptopMonitorCenterY;
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INT32 iLaptopMonitorCenterX, iLaptopMonitorCenterY;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Step 1: Build the laptop image into the save buffer.
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RestoreBackgroundRects();
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RenderLapTopImage();
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HighLightRegion(giCurrentRegion);
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RenderLaptop();
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RenderButtons();
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PrintDate( );
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PrintBalance( );
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PrintNumberOnTeam( );
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ShowLights();
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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// Start transitioning the screen.
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// Start transitioning the screen.
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DstRect.iLeft = iScreenWidthOffset + 0; // 0
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DstRect.iLeft = iScreenWidthOffset + 0; // 0
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@@ -2900,6 +2901,7 @@ BOOLEAN LeaveLapTopScreen( void )
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return( TRUE );
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return( TRUE );
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}
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}
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BOOLEAN HandleExit( void )
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BOOLEAN HandleExit( void )
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{
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{
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// static BOOLEAN fSentImpWarningAlready = FALSE;
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// static BOOLEAN fSentImpWarningAlready = FALSE;
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@@ -2424,10 +2424,11 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
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gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
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gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
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gGameExternalOptions.fQuietRealTimeSneak = false;
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gGameExternalOptions.fQuietRealTimeSneak = false;
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// WANNE: Take the settings from the ja2_options.ini
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// WANNE: Enable fast loading
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// WANNE: Enable fast loading
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gGameExternalOptions.fDisableLaptopTransition = true;
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/*gGameExternalOptions.fDisableLaptopTransition = true;
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gGameExternalOptions.fFastWWWSitesLoading = true;
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gGameExternalOptions.fFastWWWSitesLoading = true;
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gGameExternalOptions.fDisableStrategicTransition = true;
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gGameExternalOptions.fDisableStrategicTransition = true;*/
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// WANNE: fix HOT DAY in night at arrival by night.
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// WANNE: fix HOT DAY in night at arrival by night.
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// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
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// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
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@@ -2636,10 +2637,11 @@ void reapplySETTINGS()
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gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
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gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
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gGameExternalOptions.fQuietRealTimeSneak = false;
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gGameExternalOptions.fQuietRealTimeSneak = false;
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// WANNE: Take the settings from the ja2_options.ini
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// WANNE: Enable fast loading
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// WANNE: Enable fast loading
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gGameExternalOptions.fDisableLaptopTransition = true;
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/*gGameExternalOptions.fDisableLaptopTransition = true;
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gGameExternalOptions.fFastWWWSitesLoading = true;
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gGameExternalOptions.fFastWWWSitesLoading = true;
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gGameExternalOptions.fDisableStrategicTransition = true;
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gGameExternalOptions.fDisableStrategicTransition = true;*/
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// WANNE: fix HOT DAY in night at arrival by night.
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// WANNE: fix HOT DAY in night at arrival by night.
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// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
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// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
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