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- Fix: face gear was not shown for non-IMP mercs if their face index wasn't their profile number
- Fix: missing credits git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+12
-4
@@ -1134,22 +1134,30 @@ BOOLEAN GetNextCreditFromTextFile()
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break;
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break;
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case 70:
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case 70:
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wcscpy(zOriginalString, pCreditsJA2113[6]);
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wcscpy( zOriginalString, L"tais" );
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break;
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break;
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// Additonal lines for free space
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case 71:
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case 71:
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wcscpy(zOriginalString, L"@T,B40,C208,{; ");
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wcscpy( zOriginalString, L"sevenfm" );
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break;
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break;
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case 72:
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case 72:
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wcscpy(zOriginalString, pCreditsJA2113[6]);
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break;
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// Additional lines for free space
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case 73:
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wcscpy(zOriginalString, L"@T,B40,C208,{; ");
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break;
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case 74:
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wcscpy(zOriginalString, L"@}; ");
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wcscpy(zOriginalString, L"@}; ");
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break;
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break;
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// 3.) Sir-Tech Credits
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// 3.) Sir-Tech Credits
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default:
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default:
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//Get the current Credit record
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//Get the current Credit record
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uiStartLoc = CREDITS_LINESIZE * (guiCurrentCreditRecord-(72+1));
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uiStartLoc = CREDITS_LINESIZE * (guiCurrentCreditRecord-(74+1));
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if( !LoadEncryptedDataFromFile( CRDT_NAME_OF_CREDIT_FILE, zOriginalString, uiStartLoc, CREDITS_LINESIZE ) )
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if( !LoadEncryptedDataFromFile( CRDT_NAME_OF_CREDIT_FILE, zOriginalString, uiStartLoc, CREDITS_LINESIZE ) )
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{
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{
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//there are no more credits
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//there are no more credits
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+3
-6
@@ -1843,13 +1843,12 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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//------------------------------------Legion 2 by jazz--------------------------------
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//------------------------------------Legion 2 by jazz--------------------------------
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UINT8 faceProfileId = MercPtrs[ pFace->ubSoldierID ]->ubProfile;
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UINT8 faceProfileId = gMercProfiles[MercPtrs[pFace->ubSoldierID]->ubProfile].ubFaceIndex;
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BOOLEAN isIMP = FALSE;
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BOOLEAN isIMP = FALSE;
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//IMP
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//IMP
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if ( gProfilesIMP[ MercPtrs[ pFace->ubSoldierID ]->ubProfile ].ProfilId == MercPtrs[ pFace->ubSoldierID ]->ubProfile )
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if ( gProfilesIMP[ MercPtrs[ pFace->ubSoldierID ]->ubProfile ].ProfilId == MercPtrs[ pFace->ubSoldierID ]->ubProfile )
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{
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{
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faceProfileId = gMercProfiles[MercPtrs[ pFace->ubSoldierID ]->ubProfile].ubFaceIndex;
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isIMP = TRUE;
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isIMP = TRUE;
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}
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}
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@@ -1969,8 +1968,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
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if (gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] == TRUE && MercPtrs[ pFace->ubSoldierID ]->stats.bLife > 0 &&
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( MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem > 0 ) )
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( MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem > 0 ) )
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{
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{
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uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem;
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uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HELMETPOS].usItem;
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if ( uiFaceItemOne != NONE && zNewFaceGear[uiFaceItemOne].Type == 1 ) //back
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if ( uiFaceItemOne != NONE && zNewFaceGear[uiFaceItemOne].Type == 1 ) //back
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@@ -1988,7 +1986,6 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// silversurfer: don't overwrite icons if they shall be shown!
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// silversurfer: don't overwrite icons if they shall be shown!
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//if ( !gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
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//if ( !gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
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{
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{
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uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem;
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uiFaceItemOne=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD1POS].usItem;
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uiFaceItemTwo=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem;
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uiFaceItemTwo=MercPtrs[ pFace->ubSoldierID ]->inv[HEAD2POS].usItem;
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