New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.

For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918

Requires GameDir >= r2099.

Does not break savegame compatibility.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-10 13:45:11 +00:00
parent 09244c2369
commit 36e9d15edc
96 changed files with 5569 additions and 1573 deletions
+8 -7
View File
@@ -894,6 +894,7 @@ extern BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier );
void HandleSpontanousTalking( void );
BOOLEAN ContinueDialogue(SOLDIERTYPE *pSoldier, BOOLEAN fDone );
extern void CreateDestroyMilitiaSectorButtons( void );
extern void CreateDestroySupplySectorButtons();
// mouse position test
BOOLEAN IsCursorWithInRegion(INT16 sLeft, INT16 sRight, INT16 sTop, INT16 sBottom );
@@ -5004,9 +5005,9 @@ UINT32 MapScreenHandle(void)
// load the militia pop up box
LoadMilitiaPopUpBox( );
// graphic for pool inventory
LoadInventoryPoolGraphic( );
// graphic for pool inventory
LoadInventoryPoolGraphic( );
//Kris: Added this because I need to blink the icons button.
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
@@ -5744,7 +5745,6 @@ UINT32 MapScreenHandle(void)
DisplaySoldierUpdateBox( );
}
// pop up display boxes
DisplayBoxes(FRAME_BUFFER);
@@ -6892,6 +6892,10 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
fShowMoveItemMenu = FALSE;
}
else if ( fShowDiseaseMenu == TRUE )
{
fShowDiseaseMenu = FALSE;
}
// HEADROCK HAM 3.6: Facility Menu
else if( fShowFacilityMenu == TRUE )
{
@@ -12168,7 +12172,6 @@ void ResetAllSelectedCharacterModes( void )
sSelectedMilitiaTown = 0;
}
// cancel destination line highlight
giDestHighLine = -1;
@@ -15392,7 +15395,6 @@ void HandleMilitiaRedistributionClick( void )
}
#ifdef JA2TESTVERSION
void DumpSectorDifficultyInfo( void )
{
@@ -16083,7 +16085,6 @@ void RequestContractMenu( void )
AbortMovementPlottingMode( );
}
// in case we have multiple guys selected, turn off everyone but the guy we're negotiating with
ChangeSelectedInfoChar( bSelectedInfoChar, TRUE );