mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
- Fixed compilation error for JA2UB define (by anv)
- Added missing string to _FrenchText.cpp - Renamed the "#if (defined JA2UB)" to "#ifdef JA2UB" so we are consistent through the code git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2049,7 +2049,7 @@ void RenderAutoResolve()
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SetFactTrue( FACT_FIRST_BATTLE_WON );
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}
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SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) );
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: no loyalty
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#else
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HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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@@ -641,7 +641,7 @@ void InitNewCampaign()
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//InitKnowFacilitiesFlags( );
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BuildUndergroundSectorInfoList();
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#if (defined JA2UB)
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#ifdef JA2UB
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// no UB
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#else
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if (!is_networked)
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@@ -298,7 +298,7 @@ void InitCreatureQuest()
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fPlayMeanwhile = TRUE;
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#endif
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles && no creatures
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#else
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if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed && gModSettings.CreatureMeanwhileCutscene == TRUE )
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@@ -1568,7 +1568,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion )
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if( gfClearCreatureQuest && giLairID != -1 )
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{
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giLairID = 0;
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#if (defined JA2UB)
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#ifdef JA2UB
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// no UB
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#else
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gfCreatureMeanwhileScenePlayed = FALSE;
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@@ -220,7 +220,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE!
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if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ )
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//No JA25 UB
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#else
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AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
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@@ -366,7 +366,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// BeginAirRaid( );
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// break;
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#if (defined JA2UB)
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#ifdef JA2UB
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// Ja25 No meanwhiles
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#else
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case EVENT_MEANWHILE:
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@@ -552,7 +552,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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AutoSaveToSlot[4] = FALSE;
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 no meanwhiles
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#else
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// reset meanwhile flags
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@@ -715,7 +715,7 @@ fFirstTimeInMapScreen = TRUE;
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InitCustomStrategicLayer ( );
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#endif
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#else
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#if (defined JA2UB)
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#ifdef JA2UB
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#else
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INT32 iStartingCash;
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@@ -42,13 +42,13 @@ void HourlyStealUpdate(); // Flugente: certain characters might steal equipment
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extern INT32 GetCurrentBalance( void );
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extern void PayOffSkyriderDebtIfAny( );
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#if (defined JA2UB)
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#ifdef JA2UB
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//no UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave();
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#endif
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#if (defined JA2UB)
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#ifdef JA2UB
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//no UB
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#else
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void HourlyHelicopterRepair();
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@@ -113,7 +113,7 @@ CHAR16 zString[128];
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HourlyStealUpdate();
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#if (defined JA2UB)
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#ifdef JA2UB
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// no UB
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#else
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HourlyCheckIfSlayAloneSoHeCanLeave();
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@@ -121,13 +121,17 @@ CHAR16 zString[128];
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// WDS - New AI
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HourlyCheckStrategicAI();
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#ifdef JA2UB
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// no UB
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#else
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PayOffSkyriderDebtIfAny();
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HourlyHelicopterRepair();
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#endif
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if ( GetWorldHour() % 6 == 0 ) // 4 times a day
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{
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UpdateRegenCounters();
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{ UpdateRegenCounters();
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}
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// WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical
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@@ -548,7 +552,7 @@ void HourlyStealUpdate()
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}
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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// no JA25 UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave()
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@@ -578,7 +582,7 @@ void HourlyCheckIfSlayAloneSoHeCanLeave()
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}
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#endif
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#if (defined JA2UB)
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#ifdef JA2UB
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// no JA25 UB
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#else
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void HourlyHelicopterRepair()
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@@ -1281,7 +1281,7 @@ void LandHelicopter( void )
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}
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else
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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Assert( 0 );
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//No meanwhiles
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#else
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@@ -1322,7 +1322,7 @@ BOOLEAN AllowedToTimeCompress( void )
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return( FALSE );
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 no meanwhiles
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#else
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// meanwhile coming up
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@@ -1810,7 +1810,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
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return( FALSE );
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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// meanwhile coming up
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@@ -5788,7 +5788,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
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FadeInGameScreen( );
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SetUpShutDownMapScreenHelpTextScreenMask( );
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#if (defined JA2UB)
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#ifdef JA2UB
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//no ja25 UB
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#else
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// Add e-mail message
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@@ -184,7 +184,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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INT8 bTownId = 0;
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UINT8 ubSectorID;
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: No meanwhiles
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#else
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if( AreInMeanwhile( ) )
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@@ -271,7 +271,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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{
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HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
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@@ -288,7 +288,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0)
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{
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HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB)
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#ifdef JA2UB
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ );
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@@ -310,7 +310,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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}
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HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ );
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#if (defined JA2UB)
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#ifdef JA2UB
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// Ja25: no loyalty
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#else
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ );
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@@ -350,7 +350,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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( sMapY >= gModSettings.ubMeanwhileMedunaOutskirtsColMinY && sMapY <= gModSettings.ubMeanwhileMedunaOutskirtsColMaxY ) ) ) ) //col y range
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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HandleOutskirtsOfMedunaMeanwhileScene();
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@@ -2056,7 +2056,7 @@ void BeginCaptureSquence( )
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void EndCaptureSequence( )
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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// no UB
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#else
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@@ -799,7 +799,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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break;
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case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
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#if (defined JA2UB)
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#ifdef JA2UB
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// no UB
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#else
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AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
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@@ -1725,7 +1725,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
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if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector &&
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FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) &&
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(pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) ||
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: NO meanwhiles
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#else
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AreInMeanwhile() ||
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@@ -1739,7 +1739,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
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//QUEUE BATTLE!
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//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
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//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
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#if (defined JA2UB)
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#ifdef JA2UB
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/*Ja25: No meanwhiles*/
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#else
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if( AreInMeanwhile() )
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@@ -205,7 +205,7 @@ void HandleEnricoEmail(void)
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UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
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UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
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#if (defined JA2UB)
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#ifdef JA2UB
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//JA25 UB
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#else
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// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
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@@ -1865,7 +1865,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec
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// set fact is has been lib'ed and set history event
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AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY );
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: No meanhwiles
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#else
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HandleMeanWhileEventPostingForTownLiberation( bTownId );
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@@ -1903,7 +1903,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY
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if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) )
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhile
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#else
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// the whole town is under enemy control, check if we libed this town before
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@@ -5773,7 +5773,7 @@ UINT32 MapScreenHandle(void)
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RenderKeyRingPopup( FALSE );
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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/* UB */
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#else
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CheckForMeanwhileOKStart( );
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@@ -1487,7 +1487,7 @@ void BeginLoadScreen( void )
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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#if (defined JA2UB)
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#ifdef JA2UB
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if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
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#else
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//Ja25: No meanwhiles
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@@ -1907,7 +1907,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
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}
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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/* Ja25: No meanwhiles */
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#else
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// If we are in a meanwhile...
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@@ -2396,7 +2396,7 @@ void PrepareLoadedSector()
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BOOLEAN fEnemyPresenceInThisSector = FALSE;
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BOOLEAN fAddCivs = TRUE;
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INT8 bMineIndex = -1;
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if( AreInMeanwhile( ) == FALSE )
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@@ -2425,7 +2425,7 @@ void PrepareLoadedSector()
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if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if ( !AreReloadingFromMeanwhile( ) )
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@@ -2550,7 +2550,7 @@ void PrepareLoadedSector()
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{
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AddProfilesNotUsingProfileInsertionData();
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
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@@ -2935,7 +2935,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
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memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if( AreInMeanwhile() == FALSE )
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