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New ingame options screen (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1360,7 +1360,7 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent )
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//if( FileExists( "..\\AutoSave.pls" ) && CanGameBeSaved() )
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if (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] == TRUE && CanGameBeSaved() )
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{
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guiPreviousOptionScreen = guiCurrentScreen;
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SetOptionsPreviousScreen(guiCurrentScreen);
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//increment end turn number
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++guiLastSaveGameNum;
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@@ -4906,7 +4906,7 @@ void BtnOptionsCallback(GUI_BUTTON *btn,INT32 reason)
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{
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btn->uiFlags &= (~BUTTON_CLICKED_ON );
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guiPreviousOptionScreen = guiCurrentScreen;
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SetOptionsPreviousScreen(guiCurrentScreen);
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LeaveTacticalScreen( OPTIONS_SCREEN );
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}
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@@ -1936,6 +1936,7 @@ void HandlePlayerHittingSwitchToLaunchMissles()
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//
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gGameSettings.fPlayerFinishedTheGame = TRUE;
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SaveGameSettings();
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SaveFeatureFlags();
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//Update the quest log
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InternalEndQuest( QUEST_DESTROY_MISSLES, -1, -1, TRUE );
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@@ -1832,7 +1832,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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SetOptionsPreviousScreen(GAME_SCREEN);
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EscapeUILock();
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// cancel, the player can move when it is not its turn!
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@@ -1856,7 +1856,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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SetOptionsPreviousScreen(GAME_SCREEN);
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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}
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}
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@@ -4116,7 +4116,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( !fDisableMapInterfaceDueToBattle )
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{
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// go to Options screen
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guiPreviousOptionScreen = GAME_SCREEN;
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SetOptionsPreviousScreen(GAME_SCREEN);
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LeaveTacticalScreen( OPTIONS_SCREEN );
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}
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}
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@@ -4241,7 +4241,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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gfSaveGame = TRUE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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SetOptionsPreviousScreen(GAME_SCREEN);
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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}
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else
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@@ -4273,7 +4273,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//if the game CAN be saved
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if ( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = GAME_SCREEN;
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SetOptionsPreviousScreen(GAME_SCREEN);
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//guiPreviousOptionScreen = guiCurrentScreen;
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DoQuickSave();
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}
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