mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+32
-33
@@ -9,7 +9,7 @@
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#include "Gameloop.h"
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#include "Screens.h"
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#include "Wcheck.h"
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#include "cursors.h"
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#include "cursors.h"
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#include "init.h"
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#include "music control.h"
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#include "sys globals.h"
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@@ -31,11 +31,10 @@
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#include "PreBattle Interface.h"
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#endif
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//#include "Console.h"
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#include "Lua Interpreter.h"
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// rain
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#include "Rain.h"
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#include "Rain.h"
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// end rain
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@@ -43,7 +42,7 @@ UINT32 guiCurrentScreen;
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UINT32 guiPendingScreen = NO_PENDING_SCREEN;
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UINT32 guiPreviousScreen = NO_PENDING_SCREEN;
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INT32 giStartingMemValue = 0;
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INT32 giStartingMemValue = 0;
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#define DONT_CHECK_FOR_FREE_SPACE 255
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UINT8 gubCheckForFreeSpaceOnHardDriveCount=DONT_CHECK_FOR_FREE_SPACE;
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@@ -53,7 +52,7 @@ extern BOOLEAN DoSkiMessageBox( UINT8 ubStyle, STR16 zString, UINT32 uiExitScree
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extern void NotEnoughHardDriveSpaceForQuickSaveMessageBoxCallBack( UINT8 bExitValue );
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extern BOOLEAN gfTacticalPlacementGUIActive;
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extern BOOLEAN gfTacticalPlacementGUIDirty;
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extern BOOLEAN gfValidLocationsChanged;
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extern BOOLEAN gfValidLocationsChanged;
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extern BOOLEAN gfInMsgBox;
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extern void InitSightRange(); //lal
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@@ -72,13 +71,13 @@ void ReportMapscreenErrorLock()
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switch( gubReportMapscreenLock )
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{
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case 1:
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DoScreenIndependantMessageBox( L"You have just loaded the game which is in a state that you shouldn't be able to. You can still play, but there should be a sector with enemies co-existing with mercs. Please don't report that.", MSG_BOX_FLAG_OK, NULL );
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DoScreenIndependantMessageBox( L"You have just loaded the game which is in a state that you shouldn't be able to. You can still play, but there should be a sector with enemies co-existing with mercs. Please don't report that.", MSG_BOX_FLAG_OK, NULL );
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fDisableDueToBattleRoster = FALSE;
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fDisableMapInterfaceDueToBattle = FALSE;
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gubReportMapscreenLock = 0;
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break;
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case 2:
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DoScreenIndependantMessageBox( L"You have just saved the game which is in a state that you shouldn't be able to. Please report circumstances (ex: merc in other sector pipes up about enemies), etc. Autocorrected, but if you reload the save, don't report the error appearing in load.", MSG_BOX_FLAG_OK, NULL );
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DoScreenIndependantMessageBox( L"You have just saved the game which is in a state that you shouldn't be able to. Please report circumstances (ex: merc in other sector pipes up about enemies), etc. Autocorrected, but if you reload the save, don't report the error appearing in load.", MSG_BOX_FLAG_OK, NULL );
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fDisableDueToBattleRoster = FALSE;
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fDisableMapInterfaceDueToBattle = FALSE;
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gubReportMapscreenLock = 0;
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@@ -88,7 +87,7 @@ void ReportMapscreenErrorLock()
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#endif
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BOOLEAN InitializeGame(void)
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{
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{
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UINT32 uiIndex;
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giStartingMemValue = MemGetFree( );
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@@ -123,9 +122,9 @@ BOOLEAN InitializeGame(void)
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// Initialize Game Screens.
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for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++)
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{
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{
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if ((*(GameScreens[uiIndex].InitializeScreen))() == FALSE)
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{ // Failed to initialize one of the screens.
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{ // Failed to initialize one of the screens.
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return FALSE;
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}
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}
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@@ -151,18 +150,18 @@ BOOLEAN InitializeGame(void)
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// It will also be responsible to making sure that all Gaming Engine tasks exit properly
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void ShutdownGame(void)
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{
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{
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// handle shutdown of game with respect to preloaded mapscreen graphics
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HandleRemovalOfPreLoadedMapGraphics( );
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ShutdownJA2( );
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ShutdownJA2( );
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//Save the general save game settings to disk
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SaveGameSettings();
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//shutdown the file database manager
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ShutDownFileDatabase( );
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//shutdown the file database manager
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ShutDownFileDatabase( );
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//Deletes all the Temp files in the Maps\Temp directory
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@@ -173,7 +172,7 @@ void ShutdownGame(void)
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FreeGameExternalOptions();
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}
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// This is the main Gameloop. This should eventually be one big switch statement which represents
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// the state of the game (i.e. Main Menu, PC Generation, Combat loop, etc....)
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// This function exits constantly and reenters constantly
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@@ -188,11 +187,11 @@ void GameLoop(void)
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InputAtom InputEvent;
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POINT MousePos;
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UINT32 uiOldScreen=guiCurrentScreen;
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clock_t startTime = clock(); // decrease CPU load patch from defrog
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//clock_t startTime = clock(); // decrease CPU load patch from defrog
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get mouse position");
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GetCursorPos(&MousePos);
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ScreenToClient(ghWindow, &MousePos); // In window coords!
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ScreenToClient(ghWindow, &MousePos); // In window coords!
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// Hook into mouse stuff for MOVEMENT MESSAGES
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get mouse hook");
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@@ -204,9 +203,9 @@ void GameLoop(void)
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while (DequeueSpecificEvent(&InputEvent, LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP ) == TRUE )
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{
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// HOOK INTO MOUSE HOOKS
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GameLoop: mouse event %d", InputEvent.usEvent ));
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GameLoop: mouse event %d", InputEvent.usEvent ));
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switch(InputEvent.usEvent)
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{
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{
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case LEFT_BUTTON_DOWN:
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MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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@@ -216,16 +215,16 @@ void GameLoop(void)
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case RIGHT_BUTTON_DOWN:
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MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_UP:
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case RIGHT_BUTTON_UP:
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MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case LEFT_BUTTON_REPEAT:
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case LEFT_BUTTON_REPEAT:
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MouseSystemHook(LEFT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_REPEAT:
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case RIGHT_BUTTON_REPEAT:
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MouseSystemHook(RIGHT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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}
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}
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}
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@@ -239,7 +238,7 @@ void GameLoop(void)
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}
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/*
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// Madd: removed check because it kept coming up for me, even on new games, even though I have 12GB free!! I think the "DoesUserHaveEnoughHardDriveSpace" function is busted.
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// Madd: removed check because it kept coming up for me, even on new games, even though I have 12GB free!! I think the "DoesUserHaveEnoughHardDriveSpace" function is busted.
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//if we are to check for free space on the hard drive
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: check hard drive");
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if( gubCheckForFreeSpaceOnHardDriveCount < DONT_CHECK_FOR_FREE_SPACE )
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@@ -323,7 +322,7 @@ void GameLoop(void)
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: screen changed");
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uiOldScreen = (*(GameScreens[guiCurrentScreen].HandleScreen))();
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uiOldScreen = (*(GameScreens[guiCurrentScreen].HandleScreen))();
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// if the screen has chnaged
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if( uiOldScreen != guiCurrentScreen )
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@@ -374,12 +373,12 @@ void GameLoop(void)
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#endif
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop done");
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}
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}
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void SetCurrentScreen( UINT32 uiNewScreen )
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{
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guiCurrentScreen = uiNewScreen;
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(*(GameScreens[guiCurrentScreen].HandleScreen))();
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(*(GameScreens[guiCurrentScreen].HandleScreen))();
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}
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@@ -394,7 +393,7 @@ extern UINT32 guiRainLoop;
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// Gets called when the screen changes, place any needed in code in here
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void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
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{
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{
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//if we are not going into the message box screen, and we didnt just come from it
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if( ( uiNewScreen != MSG_BOX_SCREEN && uiOldScreen != MSG_BOX_SCREEN ) )
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{
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@@ -429,7 +428,7 @@ void HandleShortCutExitState( void )
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if( guiCurrentScreen == AUTORESOLVE_SCREEN )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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return;
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}
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@@ -443,7 +442,7 @@ void HandleShortCutExitState( void )
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else if( guiCurrentScreen == LAPTOP_SCREEN )
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{
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// set up for laptop
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DoLapTopSystemMessageBox( MSG_BOX_LAPTOP_DEFAULT, pMessageStrings[ MSG_EXITGAME ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
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DoLapTopSystemMessageBox( MSG_BOX_LAPTOP_DEFAULT, pMessageStrings[ MSG_EXITGAME ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
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}
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else if( guiCurrentScreen == SHOPKEEPER_SCREEN )
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{
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@@ -470,7 +469,7 @@ void HandleShortCutExitState( void )
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}
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// set up for all otherscreens
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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}
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}
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@@ -478,7 +477,7 @@ void HandleShortCutExitState( void )
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void EndGameMessageBoxCallBack( UINT8 bExitValue )
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{
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// yes, so start over, else stay here and do nothing for now
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if( bExitValue == MSG_BOX_RETURN_YES )
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if( bExitValue == MSG_BOX_RETURN_YES )
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{
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gfProgramIsRunning = FALSE;
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}
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@@ -487,7 +486,7 @@ void EndGameMessageBoxCallBack( UINT8 bExitValue )
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if( gfTacticalPlacementGUIActive )
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{
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gfTacticalPlacementGUIDirty = TRUE;
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gfValidLocationsChanged = TRUE;
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gfValidLocationsChanged = TRUE;
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}
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return;
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