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Updated build number
--Editor fixes from Kriplo Implementation for mouse wheel support Implementation for mouse middle button support Fix for adding on roof tiles Fix assertion when leave editor mode On saving map check of entry points are add Fix for to many ToolTip messages in place walls Fix assertion on loading map without entry points Fix assertion in Sector Summary if DevInfo directory not exist Fix for problem of losing map edgepoints Fix problem with losing stuff from LBE Fix crash in meanwhile --Fixes from Headrock Fixed a typo in the Health experience calcuation for strategic movement Added "Draw" cost to weapons help data git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -462,13 +462,7 @@ void InitEditorBuildingsToolbar()
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//Selection method buttons
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iEditorButton[BUILDING_PLACE_WALLS] =
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CreateEasyToggleButton( iScreenWidthOffset + 180,2 * iScreenHeightOffset + 370,"EDITOR//wall.sti", BuildingWallCallback);
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//SetButtonFastHelpText(iEditorButton[BUILDING_PLACE_WALLS],L"Place walls using selection method");
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SetButtonFastHelpText(iEditorButton[BUILDING_PLACE_WALLS],
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L"Place walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\nPlace walls using selection method\n");
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SetButtonFastHelpText(iEditorButton[BUILDING_PLACE_WALLS],L"Place walls using selection method");//dnl fix for to many tooltip message in place walls
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iEditorButton[BUILDING_PLACE_DOORS] =
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CreateEasyToggleButton( iScreenWidthOffset + 210,2 * iScreenHeightOffset + 370,"EDITOR//door.sti", BuildingDoorCallback);
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SetButtonFastHelpText(iEditorButton[BUILDING_PLACE_DOORS],L"Place doors using selection method");
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@@ -2480,8 +2480,14 @@ void WriteSectorSummaryUpdate( STR8 puiFilename, UINT8 ubLevel, SUMMARYFILE *pSu
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GetExecutableDirectory( ExecDir );
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sprintf( Dir, "%s\\DevInfo", ExecDir );
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if( !SetFileManCurrentDirectory( Dir ) )
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AssertMsg( 0, "JA2\\DevInfo folder not found and should exist!");
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//AssertMsg( 0, "JA2\\DevInfo folder not found and should exist!");//dnl lead to assertion if you don't have Dir and never create summary info
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{//dnl
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//Directory doesn't exist, so create it, and continue.
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if( !MakeFileManDirectory( Dir ) )
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AssertMsg( 0, "Can't create new directory, JA2\\DevInfo for summary information update." );
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if( !SetFileManCurrentDirectory( Dir ) )
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AssertMsg( 0, "JA2\\DevInfo folder not found and should exist!");
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}
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ptr = strstr( (CHAR8 *)puiFilename, ".dat" );
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if( !ptr )
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AssertMsg( 0, "Illegal sector summary filename.");
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+4
-1
@@ -361,6 +361,9 @@ void PasteSingleWallCommon( UINT32 iMapIndex )
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// TEMP STUFF FOR ONROOF THINGS!
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if ( (usUseObjIndex >= FIRSTONROOF) && (usUseObjIndex <= SECONDONROOF ) )
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{
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//dnl Remove all onroof things before placing new one to avoid stacking problems of same element
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RemoveAllOnRoofsOfTypeRange( iMapIndex, FIRSTONROOF, SECONDONROOF );
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// Add to onroof section!
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AddOnRoofToTail( iMapIndex, (UINT16)(gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) );
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@@ -577,7 +580,7 @@ void PasteStructureCommon( UINT32 iMapIndex )
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fOkayToAdd = OkayToAddStructureToWorld( (INT16)iMapIndex, 0, gTileDatabase[ (gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) ].pDBStructureRef, INVALID_STRUCTURE_ID );
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if ( fOkayToAdd || (gTileDatabase[ (gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) ].pDBStructureRef == NULL) )
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{
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//dnl Remove existing structure before adding the same, seems to solve problem with stacking but possibly dangerous and completly untested
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//dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay
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RemoveStruct( iMapIndex, (UINT16)(gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) );//dnl
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// Actual structure info is added by the functions below
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AddStructToHead( iMapIndex, (UINT16)(gTileTypeStartIndex[ usUseObjIndex ] + usUseIndex) );
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@@ -73,6 +73,7 @@
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#include "Soldier Profile.h"
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#include "GameSettings.h"
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#include "Summary Info.h"
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#include "connect.h"//dnl
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#endif
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//forward declarations of common classes to eliminate includes
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@@ -286,6 +287,9 @@ BOOLEAN EditModeInit( void )
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OutputDebugString( "Entering editor mode...\n" );
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//dnl after multiplayer stuff was implemeted, editor goes to assertion when you leave editor mode, because InitGameOption() is not called anymore from InitializeGame()
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is_networked = FALSE;
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InitGameOptions();
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gfRealGunNut = gGameOptions.fGunNut;
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gGameOptions.fGunNut = TRUE;
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