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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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@@ -142,7 +142,7 @@ UINT16 gusSubtitleBoxHeight;
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INT32 giTextBoxOverlay = -1;
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BOOLEAN gfFacePanelActive = FALSE;
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UINT32 guiScreenIDUsedWhenUICreated;
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INT16 gzQuoteStr[ QUOTE_MESSAGE_SIZE ];
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wchar_t gzQuoteStr[ QUOTE_MESSAGE_SIZE ];
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MOUSE_REGION gTextBoxMouseRegion;
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MOUSE_REGION gFacePopupMouseRegion;
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BOOLEAN gfUseAlternateDialogueFile = FALSE;
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@@ -187,12 +187,12 @@ void FaceOverlayClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
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// Handler functions for tactical ui diaplay
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void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, INT16 *zQuoteStr );
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void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, INT16 *zQuoteStr );
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void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, wchar_t *zQuoteStr );
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void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, wchar_t *zQuoteStr );
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void HandleTacticalSpeechUI( UINT8 ubCharacterNum, INT32 iFaceIndex );
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void DisplayTextForExternalNPC( UINT8 ubCharacterNum, STR16 zQuoteStr );
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void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, INT16 *zQuoteStr );
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void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, wchar_t *zQuoteStr );
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void HandleExternNPCSpeechFace( INT32 iIndex );
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@@ -1184,7 +1184,7 @@ void HandleDialogue( )
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MemFree( QItem );
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}
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BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, UINT16 * zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString );
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BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, wchar_t * zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString );
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BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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@@ -1621,7 +1621,7 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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CHECKF( iFaceIndex != -1 );
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if ( !GetDialogue( ubCharacterNum,
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usQuoteNum, DIALOGUESIZE, (UINT16 *)gzQuoteStr, &uiSoundID, zSoundString) )
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usQuoteNum, DIALOGUESIZE, gzQuoteStr, &uiSoundID, zSoundString) )
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{
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return( FALSE );
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}
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@@ -1648,7 +1648,7 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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}
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void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, INT16 *zQuoteStr )
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void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, wchar_t *zQuoteStr )
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{
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// Show text, if on
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@@ -1823,7 +1823,7 @@ BOOLEAN DialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNu
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return( FileExists( (STR)pFilename ) );
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}
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BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, UINT16 * zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString )
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BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, wchar_t * zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString )
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{
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UINT8 *pFilename;
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@@ -1890,9 +1890,9 @@ BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize,
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// Handlers for tactical UI stuff
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void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, INT16 *zQuoteStr )
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void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, wchar_t *zQuoteStr )
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{
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INT16 zText[ QUOTE_MESSAGE_SIZE ];
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wchar_t zText[ QUOTE_MESSAGE_SIZE ];
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// Setup dialogue text box
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if ( guiCurrentScreen != MAP_SCREEN )
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@@ -1952,9 +1952,9 @@ void DisplayTextForExternalNPC( UINT8 ubCharacterNum, STR16 zQuoteStr )
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}
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void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, INT16 *zQuoteStr )
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void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, wchar_t *zQuoteStr )
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{
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INT16 zText[ QUOTE_MESSAGE_SIZE ];
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wchar_t zText[ QUOTE_MESSAGE_SIZE ];
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INT16 sLeft = 0;
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//BUild text
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