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Merged revision(s) 6822 from branches/ja2_source_official_2014:
- Fix: autoresolve battle reports sector wrong - Fix: reports over #255 are not accessible git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6823 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -303,8 +303,8 @@ void SelectCampaignHistorySummaryRegionCallBack(MOUSE_REGION * pRegion, INT32 iR
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MOUSE_REGION gCampaignHistoryMostImportantLinkRegion[3];
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void SelectCampaignHistoryMostImportantRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
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UINT8 gusMostImportantPage = 0;
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UINT8 gusMostImportantMode = 0; // 0: Summary, 1: Detail
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UINT32 gusMostImportantPage = 0;
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UINT32 gusMostImportantMode = 0; // 0: Summary, 1: Detail
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// special pics for one-time-events
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UINT32 guiCampaignEventImage;
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@@ -864,7 +864,7 @@ void SelectCampaignHistoryMostImportantRegionCallBack(MOUSE_REGION * pRegion, IN
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UINT32 uiLink = MSYS_GetRegionUserData( pRegion, 0 );
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// only display existing incidents
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UINT8 numpages = gCampaignStats.usNumIncidents;
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UINT32 numpages = gCampaignStats.usNumIncidents;
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/*for(int i = 0; i < CAMPAIGNSTATS_NUM_MOST_IMPORTANT; ++i)
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{
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if ( gCampaignStats.importantIncidents[i].usID )
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@@ -906,7 +906,7 @@ void SelectCampaignHistoryMostImportantRegionCallBack(MOUSE_REGION * pRegion, IN
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MOUSE_REGION gCampaignHistoryNewsLinkRegion[4];
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void SelectCampaignHistoryNewsRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
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UINT8 gusNewsPage = 0;
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UINT32 gusNewsPage = 0;
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void GameInitCampaignHistory_News()
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{
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@@ -1018,7 +1018,7 @@ void SelectCampaignHistoryNewsRegionCallBack(MOUSE_REGION * pRegion, INT32 iReas
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UINT32 uiLink = MSYS_GetRegionUserData( pRegion, 0 );
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// only display existing incidents
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UINT8 numpages = gCampaignStats.usNumIncidents;
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UINT32 numpages = gCampaignStats.usNumIncidents;
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/*for(int i = 0; i < CAMPAIGNSTATS_NUM_LAST_INCIDENTS; ++i)
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{
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if ( gCampaignStats.lastIncidents[i].usID )
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@@ -2209,7 +2209,7 @@ void LogBattleResults( UINT8 ubVictoryCode)
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}
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// Flugente: if battle has ended, close this incident, add it to the global incidents, and clear it
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FinishIncident(gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
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FinishIncident(sSectorX, sSectorY, (INT8)sSectorZ);
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}
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void HandlePreBattleInterfaceStates()
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