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- added VS2005 compability fix from Space Viking
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@766 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -698,7 +698,7 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
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#ifdef JA2BETAVERSION
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{
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UINT16 str[ 512 ];
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wchar_t str[ 512 ];
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if( PlayerMercsInSector( pNew->ubSectorX, pNew->ubSectorY, 0 ) || CountAllMilitiaInSector( pNew->ubSectorX, pNew->ubSectorY ) )
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{
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swprintf( str, L"Attempting to send enemy troops from player occupied location. "
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@@ -1150,7 +1150,7 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
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if( GetTownIdForSector( pGroup->ubSectorX, pGroup->ubSectorY ) == BLANK_SECTOR)
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{
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// UINT16 str[ 256 ];
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// wchar_t str[ 256 ];
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// UINT16 uiSectorC = L'A' + pGroup->ubSectorY - 1;
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// swprintf( str, gpStrategicString[ STR_DIALOG_ENEMIES_ATTACK_MILITIA ], uiSectorC, pGroup->ubSectorX );
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// DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, TriggerPrebattleInterface );
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@@ -1159,8 +1159,8 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup )
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}
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else
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{
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UINT16 str[ 256 ];
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UINT16 pSectorStr[ 128 ];
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wchar_t str[ 256 ];
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wchar_t pSectorStr[ 128 ];
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GetSectorIDString( pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubSectorZ , pSectorStr, TRUE );
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swprintf( str, gpStrategicString[ STR_DIALOG_ENEMIES_ATTACK_UNCONCIOUSMERCS ], pSectorStr );
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DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, TriggerPrebattleInterface );
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@@ -2228,8 +2228,8 @@ BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup )
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if( ubNumNearbyGroups )
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{ //postpone the battle until the user answers the dialog.
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UINT16 str[255];
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UINT16 *pStr, *pEnemyType;
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wchar_t str[255];
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wchar_t *pStr, *pEnemyType;
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InterruptTime();
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PauseGame();
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LockPauseState( 13 );
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@@ -2264,7 +2264,7 @@ BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup )
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//Kris August 03, 1999 Bug fix: Changed 1st line to 2nd line to fix game breaking if this dialog came up while in tactical.
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// It would kick you to mapscreen, where things would break...
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//DoMapMessageBox( MSG_BOX_BASIC_STYLE, str, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PlanSimultaneousGroupArrivalCallback );
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, (INT16 *)str, guiCurrentScreen, MSG_BOX_FLAG_YESNO, PlanSimultaneousGroupArrivalCallback );
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, str, guiCurrentScreen, MSG_BOX_FLAG_YESNO, PlanSimultaneousGroupArrivalCallback );
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gfWaitingForInput = TRUE;
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return TRUE;
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@@ -4488,7 +4488,7 @@ void AddFuelToVehicle( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle )
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if( !Item[pItem->usItem].gascan )
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{
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#ifdef JA2BETAVERSION
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UINT16 str[ 100 ];
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wchar_t str[ 100 ];
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swprintf( str, L"%s is supposed to have gas can in hand. ATE:0", pSoldier->name );
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DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
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#endif
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@@ -4519,7 +4519,7 @@ void AddFuelToVehicle( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle )
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void ReportVehicleOutOfGas( INT32 iVehicleID, UINT8 ubSectorX, UINT8 ubSectorY )
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{
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UINT16 str[255];
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wchar_t str[255];
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//Report that the vehicle that just arrived is out of gas.
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swprintf( str, gzLateLocalizedString[ 5 ],
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pVehicleStrings[ pVehicleList[ iVehicleID ].ubVehicleType ],
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@@ -4747,8 +4747,8 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
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void NotifyPlayerOfBloodcatBattle( UINT8 ubSectorX, UINT8 ubSectorY )
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{
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UINT16 str[ 256 ];
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UINT16 zTempString[ 128 ];
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wchar_t str[ 256 ];
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wchar_t zTempString[ 128 ];
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if( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE )
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{
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GetSectorIDString( ubSectorX, ubSectorY, 0, zTempString, TRUE );
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@@ -5149,7 +5149,7 @@ void ValidateGroups( GROUP *pGroup )
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if( !pGroup->fPlayer && !pGroup->ubGroupSize )
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{
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//report error
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UINT16 str[ 512 ];
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wchar_t str[ 512 ];
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if( pGroup->ubSectorIDOfLastReassignment == 255 )
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{
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swprintf( str, L"Enemy group found with 0 troops in it. This is illegal and group will be deleted."
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