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:
+96
-99
@@ -6,22 +6,22 @@
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#include "builddefines.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <time.h>
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#include "sgp.h"
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#include <time.h>
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#include "sgp.h"
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#include "gameloop.h"
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#include "vobject.h"
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#include "wcheck.h"
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#include "worlddef.h"
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#include "worlddef.h"
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#include "renderworld.h"
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#include "font.h"
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#include "font.h"
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#include "screenids.h"
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#include "screens.h"
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#include "overhead.h"
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#include "Isometric Utils.h"
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#include "sysutil.h"
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#include "input.h"
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#include "input.h"
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#include "Event Pump.h"
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#include "Font Control.h"
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#include "Font Control.h"
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#include "Timer Control.h"
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#include "Radar Screen.h"
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#include "Render Dirty.h"
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@@ -29,7 +29,7 @@
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#include "Handle UI.h"
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#include <wchar.h>
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#include <tchar.h>
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#include "cursors.h"
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#include "cursors.h"
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#include "vobject_blitters.h"
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#include "Button System.h"
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#include "lighting.h"
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@@ -56,7 +56,7 @@
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#include "interface control.h"
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#include "game clock.h"
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#include "physics.h"
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#include "fade screen.h"
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#include "fade screen.h"
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#include "dialogue control.h"
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#include "soldier macros.h"
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#include "faces.h"
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@@ -92,7 +92,7 @@
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#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
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BOOLEAN fDirtyRectangleMode = FALSE;
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UINT16 *gpFPSBuffer=NULL;
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UINT16 *gpFPSBuffer=NULL;
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// MarkNote
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// extern ScrollStringStPtr pStringS=NULL;
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UINT32 counter=0;
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@@ -146,18 +146,18 @@ BOOLEAN guiTacticalLeaveScreen = FALSE;
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void HandleModalTactical( );
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extern void CheckForDisabledRegionRemove( );
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extern void InternalLocateGridNo( UINT16 sGridNo, BOOLEAN fForce );
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extern void InternalLocateGridNo( INT16 sGridNo, BOOLEAN fForce );
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UINT32 MainGameScreenInit(void)
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{
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{
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf=NULL;
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/* If any 1 have time please calculate how big this buffer should be
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* any questions? joker
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/* If any 1 have time please calculate how big this buffer should be
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* any questions? joker
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*/
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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gpZBuffer=InitZBuffer( uiDestPitchBYTES, SCREEN_HEIGHT);
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@@ -174,40 +174,40 @@ UINT32 MainGameScreenInit(void)
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// Init Video Overlays
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// FIRST, FRAMERATE
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VideoOverlayDesc.sLeft = 0;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.uiFontID = SMALLFONT1;
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VideoOverlayDesc.ubFontBack = FONT_MCOLOR_BLACK ;
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VideoOverlayDesc.ubFontFore = FONT_MCOLOR_DKGRAY ;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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VideoOverlayDesc.sLeft = 0;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.uiFontID = SMALLFONT1;
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VideoOverlayDesc.ubFontBack = FONT_MCOLOR_BLACK ;
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VideoOverlayDesc.ubFontFore = FONT_MCOLOR_DKGRAY ;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"90" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giFPSOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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giFPSOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// SECOND, PERIOD COUNTER
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VideoOverlayDesc.sLeft = 30;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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VideoOverlayDesc.sLeft = 30;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"Levelnodes: 100000" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giCounterPeriodOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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giCounterPeriodOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// register debug topics
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RegisterJA2DebugTopic( TOPIC_JA2, "Reg JA2 Debug" );
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// MarkNote
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return TRUE;
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// MarkNote
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return TRUE;
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}
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// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
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// It will also be responsible to making sure that all Gaming Engine tasks exit properly
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UINT32 MainGameScreenShutdown(void)
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{
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{
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ShutdownZBuffer(gpZBuffer);
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ShutdownBackgroundRects();
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@@ -237,7 +237,7 @@ void EnterTacticalScreen( )
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guiTacticalLeaveScreen = FALSE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpositionsndsactive"));
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SetPositionSndsActive( );
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SetPositionSndsActive( );
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// Set pending screen
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpendingnewscreen"));
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@@ -263,10 +263,10 @@ void EnterTacticalScreen( )
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
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// ATE: If the current guy is sleeping, change....
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->fMercAsleep )
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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}
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}
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else
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@@ -275,12 +275,12 @@ void EnterTacticalScreen( )
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SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:enable viewport region"));
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:enable viewport region"));
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if( !gfTacticalPlacementGUIActive )
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{
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MSYS_EnableRegion(&gRadarRegion);
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}
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MSYS_EnableRegion( &gViewportRegion );
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MSYS_EnableRegion( &gViewportRegion );
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// set default squad on sector entry
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// ATE: moved these 2 call after initalizing the interface!
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@@ -291,7 +291,7 @@ void EnterTacticalScreen( )
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: Init Interface"));
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// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
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// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
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if( !gfTacticalPlacementGUIActive )
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{
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//make sure the gsCurInterfacePanel is valid
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@@ -309,7 +309,7 @@ void EnterTacticalScreen( )
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SetDefaultSquadOnSectorEntry( FALSE );
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ExamineCurrentSquadLights( );
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fFirstTimeInGameScreen = FALSE;
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@@ -335,7 +335,7 @@ void EnterTacticalScreen( )
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: clear messages"));
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// Clear tactical message q
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// Clear tactical message q
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ClearTacticalMessageQueue( );
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// ATE: Enable messages again...
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@@ -354,15 +354,15 @@ void LeaveTacticalScreen( UINT32 uiNewScreen )
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void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
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{
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gpCustomizableTimerCallback = NULL;
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gpCustomizableTimerCallback = NULL;
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// unload the sector they teleported out of
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if ( !gfAutomaticallyStartAutoResolve )
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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if ( !gfAutomaticallyStartAutoResolve )
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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SetPositionSndsInActive( );
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SetPositionSndsInActive( );
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// Turn off active flag
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gTacticalStatus.uiFlags &= ( ~ACTIVE );
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@@ -373,19 +373,19 @@ void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
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//Disable all faces
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SetAllAutoFacesInactive( );
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ResetInterfaceAndUI( );
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// Remove cursor and reset height....
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gsGlobalCursorYOffset = 0;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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// Shutdown panel
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ShutdownCurrentPanel( );
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//disable the radar map
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MSYS_DisableRegion(&gRadarRegion);
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//MSYS_DisableRegion( &gViewportRegion );
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//MSYS_DisableRegion( &gViewportRegion );
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// We are leaving... turn off pedning autobadage...
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SetAutoBandagePending( FALSE );
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@@ -393,7 +393,7 @@ void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
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// ATE: Disable messages....
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DisableScrollMessages( );
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if ( uiNewScreen == MAINMENU_SCREEN )
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{
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//We want to reinitialize the game
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@@ -422,12 +422,9 @@ extern INT32 iInterfaceDialogueBox;
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extern BOOLEAN gfDoDialogOnceGameScreenFadesIn;
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#endif
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UINT32 MainGameScreenHandle(void)
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UINT32 MainGameScreenHandle(void)
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{
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UINT32 uiNewScreen = GAME_SCREEN;
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BOOLEAN fEnterDemoMode = FALSE;
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//DO NOT MOVE THIS FUNCTION CALL!!!
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//This determines if the help screen should be active
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// if( ( !gfTacticalDoHeliRun && !gfFirstHeliRun ) && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
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@@ -435,11 +432,11 @@ UINT32 MainGameScreenHandle(void)
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{
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// handle the help screen
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HelpScreenHandler();
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return( GAME_SCREEN );
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return( GAME_SCREEN );
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}
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#ifdef JA2BETAVERSION
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DebugValidateSoldierData( );
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#endif
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@@ -460,10 +457,10 @@ UINT32 MainGameScreenHandle(void)
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pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pData, uiPitch,
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0 , 0,
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0 , 0,
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pData, uiPitch,
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0 , 0,
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0 , 0,
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64, 64 );
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UnlockMouseBuffer( );
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@@ -494,7 +491,7 @@ UINT32 MainGameScreenHandle(void)
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Shadow area
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, 640, 480 );
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, 640, 480 );
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InvalidateScreen( );
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// Next frame please
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@@ -515,7 +512,7 @@ UINT32 MainGameScreenHandle(void)
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*/
|
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|
||||
|
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// The gfFailedToSaveGameWhenInsideAMessageBox flag will only be set at this point if the game fails to save during
|
||||
// The gfFailedToSaveGameWhenInsideAMessageBox flag will only be set at this point if the game fails to save during
|
||||
// a quick save and when the game was already in a message box.
|
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//If the game failed to save when in a message box, pop up a message box stating an error occured
|
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if( gfFailedToSaveGameWhenInsideAMessageBox )
|
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@@ -534,7 +531,7 @@ UINT32 MainGameScreenHandle(void)
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ExecuteBaseDirtyRectQueue( );
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|
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EndFrameBufferRender( );
|
||||
|
||||
|
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return( GAME_SCREEN );
|
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}
|
||||
|
||||
@@ -561,9 +558,9 @@ UINT32 MainGameScreenHandle(void)
|
||||
{
|
||||
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
|
||||
{
|
||||
AdjustNoAPToFinishMove( MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ], FALSE );
|
||||
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->AdjustNoAPToFinishMove( FALSE );
|
||||
}
|
||||
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->fPauseAllAnimation = FALSE;
|
||||
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->flags.fPauseAllAnimation = FALSE;
|
||||
|
||||
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
|
||||
}
|
||||
@@ -651,7 +648,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"MAPSCREEN_INTERFACE flag set: Please remember how you entered Tactical." );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
if ( HandleFadeOutCallback( ) )
|
||||
{
|
||||
return( GAME_SCREEN );
|
||||
@@ -676,9 +673,9 @@ UINT32 MainGameScreenHandle(void)
|
||||
HandleHeliDrop( );
|
||||
|
||||
if ( !ARE_IN_FADE_IN( ) )
|
||||
{
|
||||
HandleAutoBandagePending( );
|
||||
}
|
||||
{
|
||||
HandleAutoBandagePending( );
|
||||
}
|
||||
|
||||
|
||||
// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
|
||||
@@ -709,7 +706,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
// Handle Interface
|
||||
uiNewScreen = HandleTacticalUI( );
|
||||
|
||||
|
||||
|
||||
// called to handle things like face panels changeing due to team panel, squad changes, etc
|
||||
// To be done AFTER HandleUI and before ExecuteOverlays( )
|
||||
HandleDialogueUIAdjustments( );
|
||||
@@ -742,14 +739,14 @@ UINT32 MainGameScreenHandle(void)
|
||||
}
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
StartFrameBufferRender( );
|
||||
|
||||
HandleTopMessages( );
|
||||
|
||||
if ( gfScrollPending || gfScrollInertia )
|
||||
{
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -781,7 +778,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
}
|
||||
|
||||
#ifdef NETWORKED
|
||||
// DEF: Test Code
|
||||
// DEF: Test Code
|
||||
PrintNetworkInfo();
|
||||
#endif
|
||||
|
||||
@@ -793,7 +790,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
{
|
||||
SetFont( MILITARYFONT1 );
|
||||
SetFontBackground( FONT_MCOLOR_BLACK );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
|
||||
mprintf( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
||||
gprintfdirty( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
||||
@@ -805,7 +802,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
{
|
||||
SetFont( MILITARYFONT1 );
|
||||
SetFontBackground( FONT_MCOLOR_BLACK );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
|
||||
mprintf( 0, 10, L"Game Clock Paused" );
|
||||
gprintfdirty( 0, 10, L"Game Clock Paused" );
|
||||
@@ -822,7 +819,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
|
||||
SetFont( MILITARYFONT1 );
|
||||
SetFontBackground( FONT_MCOLOR_BLACK );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
||||
|
||||
mprintf( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
||||
gprintfdirty( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
||||
@@ -839,14 +836,14 @@ UINT32 MainGameScreenHandle(void)
|
||||
gprintfdirty( 0, 25, L"Schedules: %d", iSchedules );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
// Render view window
|
||||
RenderRadarScreen( );
|
||||
|
||||
|
||||
ResetInterface( );
|
||||
|
||||
if ( gfScrollPending )
|
||||
if ( gfScrollPending )
|
||||
{
|
||||
DeleteVideoOverlaysArea( );
|
||||
AllocateVideoOverlaysArea( );
|
||||
@@ -871,7 +868,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
|
||||
DoMercBattleSound( MercPtrs[ gusSelectedSoldier ], BATTLE_SOUND_ATTN1 );
|
||||
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -889,8 +886,8 @@ UINT32 MainGameScreenHandle(void)
|
||||
|
||||
CheckForMeanwhileOKStart( );
|
||||
|
||||
ScrollString( );
|
||||
|
||||
ScrollString( );
|
||||
|
||||
ExecuteBaseDirtyRectQueue( );
|
||||
|
||||
//KillBackgroundRects( );
|
||||
@@ -914,7 +911,7 @@ UINT32 MainGameScreenHandle(void)
|
||||
if ( guiTacticalLeaveScreen )
|
||||
{
|
||||
guiTacticalLeaveScreen = FALSE;
|
||||
|
||||
|
||||
InternalLeaveTacticalScreen( guiTacticalLeaveScreenID );
|
||||
}
|
||||
|
||||
@@ -930,8 +927,8 @@ UINT32 MainGameScreenHandle(void)
|
||||
if ( gfEnteringMapScreen > 0 )
|
||||
{
|
||||
gfEnteringMapScreen++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return( GAME_SCREEN );
|
||||
|
||||
}
|
||||
@@ -952,7 +949,7 @@ void DisableFPSOverlay( BOOLEAN fEnable )
|
||||
|
||||
|
||||
VideoOverlayDesc.fDisabled = fEnable;
|
||||
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_DISABLED;
|
||||
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_DISABLED;
|
||||
|
||||
UpdateVideoOverlay( &VideoOverlayDesc, giFPSOverlay, FALSE );
|
||||
UpdateVideoOverlay( &VideoOverlayDesc, giCounterPeriodOverlay, FALSE );
|
||||
@@ -985,7 +982,7 @@ void TacticalScreenLocateToSoldier( )
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
||||
{
|
||||
{
|
||||
if ( OK_CONTROLLABLE_MERC( pSoldier ) && OK_INTERRUPT_MERC( pSoldier ) )
|
||||
{
|
||||
LocateSoldier( pSoldier->ubID, 10 );
|
||||
@@ -995,7 +992,7 @@ void TacticalScreenLocateToSoldier( )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void EnterMapScreen( )
|
||||
{
|
||||
// ATE: These flags well get set later on in mapscreen....
|
||||
@@ -1017,8 +1014,8 @@ void UpdateTeamPanelAssignments( )
|
||||
// Set locator to first merc
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
||||
{
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
||||
{
|
||||
// Setup team interface
|
||||
CheckForAndAddMercToTeamPanel( pSoldier );
|
||||
}
|
||||
@@ -1038,7 +1035,7 @@ void EnterModalTactical( INT8 bMode )
|
||||
gfTacticalDisableRegionActive = TRUE;
|
||||
|
||||
MSYS_DefineRegion( &gTacticalDisableRegion, 0, 0 ,SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
|
||||
VIDEO_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
|
||||
VIDEO_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
|
||||
// Add region
|
||||
MSYS_AddRegion( &gTacticalDisableRegion );
|
||||
}
|
||||
@@ -1051,11 +1048,11 @@ void EnterModalTactical( INT8 bMode )
|
||||
void EndModalTactical( )
|
||||
{
|
||||
if ( gfTacticalDisableRegionActive )
|
||||
{
|
||||
{
|
||||
MSYS_RemoveRegion( &gTacticalDisableRegion );
|
||||
|
||||
gfTacticalDisableRegionActive = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if ( gModalDoneCallback != NULL )
|
||||
@@ -1067,7 +1064,7 @@ void EndModalTactical( )
|
||||
|
||||
gfTacticalIsModal = FALSE;
|
||||
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
}
|
||||
|
||||
|
||||
@@ -1077,8 +1074,8 @@ void HandleModalTactical( )
|
||||
|
||||
RestoreBackgroundRects();
|
||||
|
||||
|
||||
RenderWorld( );
|
||||
|
||||
RenderWorld( );
|
||||
RenderRadarScreen( );
|
||||
ExecuteVideoOverlays( );
|
||||
|
||||
@@ -1132,7 +1129,7 @@ void InitHelicopterEntranceByMercs( void )
|
||||
AirRaidDef.uiFlags = AIR_RAID_BEGINNING_GAME;
|
||||
AirRaidDef.ubNumMinsFromCurrentTime = Random(5) + 1;
|
||||
|
||||
// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
|
||||
// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
|
||||
//if ( gGameOptions.fAirStrikes )
|
||||
// ScheduleAirRaid( &AirRaidDef );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user