diff --git a/Laptop/email.cpp b/Laptop/email.cpp index fb3c8129..6f4906ca 100644 --- a/Laptop/email.cpp +++ b/Laptop/email.cpp @@ -3646,7 +3646,7 @@ BOOLEAN HandleMailSpecialMessages( UINT16 usMessageId, INT32 *iResults, EmailPtr fSpecialCase = TRUE; break; -#if (defined JA2UB) +#ifdef JA2UB //no UB #else case( MERC_INTRO ): @@ -6361,7 +6361,7 @@ BOOLEAN ReplaceMercNameAndAmountWithProperData( CHAR16 *pFinishedString, EmailPt #ifdef JA2BETAVERSION void AddAllEmails() { -#if (defined JA2UB) +#ifdef JA2UB //no UB #else UINT32 uiCnt; diff --git a/Laptop/florist Order Form.cpp b/Laptop/florist Order Form.cpp index 811ed52e..a81b04a5 100644 --- a/Laptop/florist Order Form.cpp +++ b/Laptop/florist Order Form.cpp @@ -659,7 +659,7 @@ void BtnFlowerOrderSendButtonCallback(GUI_BUTTON *btn,INT32 reason) if ( gubCurrentlySelectedFlowerLocation == 7 ) { -#if (defined JA2UB) +#ifdef JA2UB // no UB #else // sent to meduna! diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index c2784900..6c82f2c1 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -2049,7 +2049,7 @@ void RenderAutoResolve() SetFactTrue( FACT_FIRST_BATTLE_WON ); } SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) ); -#if (defined JA2UB) +#ifdef JA2UB //Ja25: no loyalty #else HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE ); diff --git a/Strategic/Campaign Init.cpp b/Strategic/Campaign Init.cpp index 88a61f93..731f3a00 100644 --- a/Strategic/Campaign Init.cpp +++ b/Strategic/Campaign Init.cpp @@ -641,7 +641,7 @@ void InitNewCampaign() //InitKnowFacilitiesFlags( ); BuildUndergroundSectorInfoList(); -#if (defined JA2UB) +#ifdef JA2UB // no UB #else if (!is_networked) diff --git a/Strategic/Creature Spreading.cpp b/Strategic/Creature Spreading.cpp index acd7c208..4fa922fc 100644 --- a/Strategic/Creature Spreading.cpp +++ b/Strategic/Creature Spreading.cpp @@ -298,7 +298,7 @@ void InitCreatureQuest() fPlayMeanwhile = TRUE; #endif -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles && no creatures #else if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed && gModSettings.CreatureMeanwhileCutscene == TRUE ) @@ -1568,7 +1568,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion ) if( gfClearCreatureQuest && giLairID != -1 ) { giLairID = 0; -#if (defined JA2UB) +#ifdef JA2UB // no UB #else gfCreatureMeanwhileScenePlayed = FALSE; diff --git a/Strategic/Game Event Hook.cpp b/Strategic/Game Event Hook.cpp index 787f3d94..e39cfb8e 100644 --- a/Strategic/Game Event Hook.cpp +++ b/Strategic/Game Event Hook.cpp @@ -220,7 +220,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent ) // WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE! if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ ) { - #if (defined JA2UB) + #ifdef JA2UB //No JA25 UB #else AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT ); @@ -366,7 +366,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent ) // BeginAirRaid( ); // break; -#if (defined JA2UB) +#ifdef JA2UB // Ja25 No meanwhiles #else case EVENT_MEANWHILE: diff --git a/Strategic/Game Init.cpp b/Strategic/Game Init.cpp index efbdc8b0..072141d7 100644 --- a/Strategic/Game Init.cpp +++ b/Strategic/Game Init.cpp @@ -552,7 +552,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset ) AutoSaveToSlot[4] = FALSE; -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles #else // reset meanwhile flags @@ -715,7 +715,7 @@ fFirstTimeInMapScreen = TRUE; InitCustomStrategicLayer ( ); #endif #else - #if (defined JA2UB) + #ifdef JA2UB #else INT32 iStartingCash; diff --git a/Strategic/Hourly Update.cpp b/Strategic/Hourly Update.cpp index feea55bf..43a8c2ac 100644 --- a/Strategic/Hourly Update.cpp +++ b/Strategic/Hourly Update.cpp @@ -42,13 +42,13 @@ void HourlyStealUpdate(); // Flugente: certain characters might steal equipment extern INT32 GetCurrentBalance( void ); extern void PayOffSkyriderDebtIfAny( ); -#if (defined JA2UB) +#ifdef JA2UB //no UB #else void HourlyCheckIfSlayAloneSoHeCanLeave(); #endif -#if (defined JA2UB) +#ifdef JA2UB //no UB #else void HourlyHelicopterRepair(); @@ -113,7 +113,7 @@ CHAR16 zString[128]; HourlyStealUpdate(); -#if (defined JA2UB) +#ifdef JA2UB // no UB #else HourlyCheckIfSlayAloneSoHeCanLeave(); @@ -121,13 +121,17 @@ CHAR16 zString[128]; // WDS - New AI HourlyCheckStrategicAI(); +#ifdef JA2UB +// no UB +#else PayOffSkyriderDebtIfAny(); HourlyHelicopterRepair(); +#endif + if ( GetWorldHour() % 6 == 0 ) // 4 times a day - { - UpdateRegenCounters(); + { UpdateRegenCounters(); } // WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical @@ -548,7 +552,7 @@ void HourlyStealUpdate() } } -#if (defined JA2UB) +#ifdef JA2UB // no JA25 UB #else void HourlyCheckIfSlayAloneSoHeCanLeave() @@ -578,7 +582,7 @@ void HourlyCheckIfSlayAloneSoHeCanLeave() } #endif -#if (defined JA2UB) +#ifdef JA2UB // no JA25 UB #else void HourlyHelicopterRepair() diff --git a/Strategic/Map Screen Helicopter.cpp b/Strategic/Map Screen Helicopter.cpp index 9f3ca0fd..e013718c 100644 --- a/Strategic/Map Screen Helicopter.cpp +++ b/Strategic/Map Screen Helicopter.cpp @@ -1281,7 +1281,7 @@ void LandHelicopter( void ) } else { -#if (defined JA2UB) +#ifdef JA2UB Assert( 0 ); //No meanwhiles #else diff --git a/Strategic/Map Screen Interface Bottom.cpp b/Strategic/Map Screen Interface Bottom.cpp index e677d4bb..ac93050d 100644 --- a/Strategic/Map Screen Interface Bottom.cpp +++ b/Strategic/Map Screen Interface Bottom.cpp @@ -1322,7 +1322,7 @@ BOOLEAN AllowedToTimeCompress( void ) return( FALSE ); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles #else // meanwhile coming up @@ -1810,7 +1810,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere ) return( FALSE ); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else // meanwhile coming up diff --git a/Strategic/Map Screen Interface.cpp b/Strategic/Map Screen Interface.cpp index 2d33355f..aeaf172b 100644 --- a/Strategic/Map Screen Interface.cpp +++ b/Strategic/Map Screen Interface.cpp @@ -5788,7 +5788,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void ) FadeInGameScreen( ); SetUpShutDownMapScreenHelpTextScreenMask( ); -#if (defined JA2UB) +#ifdef JA2UB //no ja25 UB #else // Add e-mail message diff --git a/Strategic/Player Command.cpp b/Strategic/Player Command.cpp index 35ad9e44..466609d3 100644 --- a/Strategic/Player Command.cpp +++ b/Strategic/Player Command.cpp @@ -184,7 +184,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B INT8 bTownId = 0; UINT8 ubSectorID; -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No meanwhiles #else if( AreInMeanwhile( ) ) @@ -271,7 +271,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B { HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB) +#ifdef JA2UB //Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ ); @@ -288,7 +288,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0) { HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB) +#ifdef JA2UB // Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ ); @@ -310,7 +310,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B } HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ ); -#if (defined JA2UB) +#ifdef JA2UB // Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ ); @@ -350,7 +350,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B ( sMapY >= gModSettings.ubMeanwhileMedunaOutskirtsColMinY && sMapY <= gModSettings.ubMeanwhileMedunaOutskirtsColMaxY ) ) ) ) //col y range { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else HandleOutskirtsOfMedunaMeanwhileScene(); diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 842077e6..728dc6fa 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -2056,7 +2056,7 @@ void BeginCaptureSquence( ) void EndCaptureSequence( ) { -#if (defined JA2UB) +#ifdef JA2UB // no UB #else diff --git a/Strategic/Strategic Event Handler.cpp b/Strategic/Strategic Event Handler.cpp index 9f76e483..35ef80d1 100644 --- a/Strategic/Strategic Event Handler.cpp +++ b/Strategic/Strategic Event Handler.cpp @@ -799,7 +799,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) break; case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL: -#if (defined JA2UB) +#ifdef JA2UB // no UB #else AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT); diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index 0bf68f3e..470d4859 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -1725,7 +1725,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector && FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) && (pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) || - #if (defined JA2UB) + #ifdef JA2UB //Ja25: NO meanwhiles #else AreInMeanwhile() || @@ -1739,7 +1739,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe //QUEUE BATTLE! //Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player //too suspicious after it happens to him a few times, which, by the way, is a rare occurrence. -#if (defined JA2UB) +#ifdef JA2UB /*Ja25: No meanwhiles*/ #else if( AreInMeanwhile() ) diff --git a/Strategic/Strategic Status.cpp b/Strategic/Strategic Status.cpp index a265069b..f2a7e851 100644 --- a/Strategic/Strategic Status.cpp +++ b/Strategic/Strategic Status.cpp @@ -205,7 +205,7 @@ void HandleEnricoEmail(void) UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage(); UINT8 ubHighestProgress = HighestPlayerProgressPercentage(); -#if (defined JA2UB) +#ifdef JA2UB //JA25 UB #else // if creatures have attacked a mine (doesn't care if they're still there or not at the moment) diff --git a/Strategic/Strategic Town Loyalty.cpp b/Strategic/Strategic Town Loyalty.cpp index 64149681..a4392000 100644 --- a/Strategic/Strategic Town Loyalty.cpp +++ b/Strategic/Strategic Town Loyalty.cpp @@ -1865,7 +1865,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec // set fact is has been lib'ed and set history event AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY ); -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No meanhwiles #else HandleMeanWhileEventPostingForTownLiberation( bTownId ); @@ -1903,7 +1903,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) ) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhile #else // the whole town is under enemy control, check if we libed this town before diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index 6720b4f3..271a3583 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -5773,7 +5773,7 @@ UINT32 MapScreenHandle(void) RenderKeyRingPopup( FALSE ); } -#if (defined JA2UB) +#ifdef JA2UB /* UB */ #else CheckForMeanwhileOKStart( ); diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index d934893b..369ff3f4 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -1487,7 +1487,7 @@ void BeginLoadScreen( void ) SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR ); -#if (defined JA2UB) +#ifdef JA2UB if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) ) #else //Ja25: No meanwhiles @@ -1907,7 +1907,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA } } -#if (defined JA2UB) +#ifdef JA2UB /* Ja25: No meanwhiles */ #else // If we are in a meanwhile... @@ -2396,7 +2396,7 @@ void PrepareLoadedSector() BOOLEAN fEnemyPresenceInThisSector = FALSE; BOOLEAN fAddCivs = TRUE; INT8 bMineIndex = -1; -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if( AreInMeanwhile( ) == FALSE ) @@ -2425,7 +2425,7 @@ void PrepareLoadedSector() if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME )) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ( !AreReloadingFromMeanwhile( ) ) @@ -2550,7 +2550,7 @@ void PrepareLoadedSector() { AddProfilesNotUsingProfileInsertionData(); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION ) @@ -2935,7 +2935,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ ) memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if( AreInMeanwhile() == FALSE ) diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index 30e84321..f94fce1e 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -1511,7 +1511,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum ) return( FALSE ); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles #else if ( AreInMeanwhile( ) ) diff --git a/Tactical/End Game.cpp b/Tactical/End Game.cpp index f88c63ad..ce947cc2 100644 --- a/Tactical/End Game.cpp +++ b/Tactical/End Game.cpp @@ -408,7 +408,7 @@ void DoneFadeOutEndCinematic( void ) // OK, end death UI - fade to smaker.... void HandleDoneLastEndGameQuote( ) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No queen #else EndQueenDeathEndgame( ); @@ -422,7 +422,7 @@ EndQueenDeathEndgame( ); void QueenBitchTimerCallback( void ) { -#if (defined JA2UB) +#ifdef JA2UB //no Ub #else HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel ); diff --git a/Tactical/Faces.cpp b/Tactical/Faces.cpp index 08028aba..45c0a704 100644 --- a/Tactical/Faces.cpp +++ b/Tactical/Faces.cpp @@ -2969,7 +2969,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString, pFace->fAnimatingTalking = TRUE; pFace->fFinishTalking = FALSE; -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No Meanwhiles #else if ( !AreInMeanwhile( ) ) diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index 58f1b37a..9feecaa8 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -4146,7 +4146,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum { // This is not the end, 'cause momma creature is still alive TriggerNPCRecordImmediately( 136, 8 ); -#if (defined JA2UB) +#ifdef JA2UB //no Ub #else EndQueenDeathEndgame( ); @@ -4157,7 +4157,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum { // Continue with endgame cimematic.. DeleteTalkingMenu( ); -#if (defined JA2UB) +#ifdef JA2UB //no Ub #else EndQueenDeathEndgameBeginEndCimenatic( ); @@ -4169,7 +4169,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum // Just end queen killed dequence....... DeleteTalkingMenu( ); -#if (defined JA2UB) +#ifdef JA2UB // no UB #else EndQueenDeathEndgame( ); diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 371ed30a..356a8ee9 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -6157,7 +6157,7 @@ void SetEnemyPresence( ) // If we are just starting game, don't do this! -#if (defined JA2UB) +#ifdef JA2UB //Ja25: no meanwhiles if ( !DidGameJustStart() ) #else @@ -7033,7 +7033,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) SetFactTrue( FACT_FIRST_BATTLE_FOUGHT ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); @@ -7313,7 +7313,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) SetFactTrue( FACT_FIRST_BATTLE_WON ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); @@ -9210,7 +9210,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( ) // Go into combat! // If we are in a meanwhile... don't enter combat here... -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles #else if ( !AreInMeanwhile( ) ) diff --git a/Tactical/Soldier Add.cpp b/Tactical/Soldier Add.cpp index 33a7b07b..5fbcc2a4 100644 --- a/Tactical/Soldier Add.cpp +++ b/Tactical/Soldier Add.cpp @@ -1106,7 +1106,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO if ( pSoldier->bActive ) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles in exp #else // ATE: Make sure life of elliot is OK if from a meanwhile diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 45f48687..d4fcff13 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -1292,7 +1292,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) } else { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles if ( fMartialArtist ) #else @@ -4134,7 +4134,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) } // OK, if we are in a meanwhile and this is elliot... -#if (defined JA2UB) +#ifdef JA2UB //ja25: No queen #else if ( AreInMeanwhile( ) ) @@ -4158,7 +4158,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier ) // If guy is now dead, play sound! if ( pSoldier->stats.bLife == 0 ) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ( !AreInMeanwhile() ) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 11cc8355..b3252e07 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -5842,7 +5842,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 } //////////////////////////////////////////////////////////////////////////// sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION; -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No meanwhiles #else if ( AreInMeanwhile() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION ) @@ -9382,7 +9382,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void ) { return; } -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No meanwhiles #else // ATE: Don't getup if we are in a meanwhile @@ -9639,7 +9639,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo // Turn off this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING ); } -#if (defined JA2UB) +#ifdef JA2UB //Ja25: No meanwhiles #else // CJC: make sure Elliot doesn't bleed to death! @@ -12095,7 +12095,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio } //Ja25 No meanwhiles -#if (defined JA2UB) +#ifdef JA2UB if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE) #else diff --git a/Tactical/Soldier Init List.cpp b/Tactical/Soldier Init List.cpp index ccd8e80e..b844b673 100644 --- a/Tactical/Soldier Init List.cpp +++ b/Tactical/Soldier Init List.cpp @@ -711,7 +711,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL ) } } } -#if (defined JA2UB) +#ifdef JA2UB //Ja25: no queen #else else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ ) diff --git a/Tactical/Tactical Save.cpp b/Tactical/Tactical Save.cpp index 32d7c4bd..074de457 100644 --- a/Tactical/Tactical Save.cpp +++ b/Tactical/Tactical Save.cpp @@ -935,7 +935,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( ) gfWasInMeanwhile = FALSE; return TRUE; } -#if (defined JA2UB) +#ifdef JA2UB //Ja25v No meanwhiles #else else if( AreInMeanwhile() ) @@ -1047,7 +1047,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( ) EnableModifiedFileSetCache(cacheResetValue); -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhile #else if( fShouldBeInMeanwhile ) @@ -1209,7 +1209,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile() // // Load in the sectors ITems // -#if (defined JA2UB) +#ifdef JA2UB //Ja25v no meanwhiles #else if( AreInMeanwhile() ) diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index 0d3b27b2..3cc0c4d0 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -738,7 +738,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier ) // This code should put the game in turn-based and give control to the AI-controlled soldier // whose pointer has been passed in as an argument (we were in non-combat and the AI is doing // something visible, i.e. making an attack) -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ( AreInMeanwhile( ) ) diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 8a484b73..ccb16bf5 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -1643,7 +1643,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) HandleShortCutExitState( ); //*puiNewEvent = I_EXIT; } -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) ) diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 926d2169..9006aee8 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -3828,7 +3828,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea // } //} // WDS 07/19/2008 - Random number use fix -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles if ( iDiceRoll < iHitChance ) #else diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index b00ba732..c1d47b67 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -3417,7 +3417,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin UINT8 ubNumEnemies = 0; UINT8 ubNumAllies = 0; UINT32 cnt; -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ( AreInMeanwhile( ) ) @@ -6733,7 +6733,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri // if the quote was faint, say something if (ubVolumeIndex == 0) { -#if (defined JA2UB) +#ifdef JA2UB //Ja25 No meanwhiles #else if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0) diff --git a/TileEngine/Radar Screen.cpp b/TileEngine/Radar Screen.cpp index 36d2f6ca..309eef51 100644 --- a/TileEngine/Radar Screen.cpp +++ b/TileEngine/Radar Screen.cpp @@ -367,7 +367,7 @@ void RenderRadarScreen( ) RenderSquadList( ); return; } -#if (defined JA2UB) +#ifdef JA2UB //JA25 No meanwhiles #else if( AreInMeanwhile( ) == TRUE ) diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index aa741c16..4ef5d40f 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -3452,7 +3452,7 @@ void TrashWorld( void ) //Remove the schedules DestroyAllSchedules(); -#if (defined JA2UB) +#ifdef JA2UB //Ja25 no meanwhiles #else // on trash world sheck if we have to set up the first meanwhile diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 73195ff5..731d6131 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -1858,6 +1858,7 @@ STR16 pMilitiaButtonString[] = L"Auto", // auto place the militia troops for the player L"OK", // done placing militia troops L"Démobiliser", // HEADROCK HAM 3.6: Disband militia + L"Unassign All", // move all milita troops to unassigned pool }; STR16 pConditionStrings[] = diff --git a/gamescreen.cpp b/gamescreen.cpp index 6211ac1f..e91bfd15 100644 --- a/gamescreen.cpp +++ b/gamescreen.cpp @@ -338,7 +338,7 @@ void EnterTacticalScreen( ) DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile")); -#if (defined JA2UB) +#ifdef JA2UB /* Ja25 No meanwhiles */ #else // Locate if in meanwhile... @@ -945,7 +945,7 @@ UINT32 MainGameScreenHandle(void) //UB -#if (defined JA2UB) +#ifdef JA2UB /* JA2UB */ #else CheckForMeanwhileOKStart( );