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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:
@@ -1511,7 +1511,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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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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if ( AreInMeanwhile( ) )
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@@ -408,7 +408,7 @@ void DoneFadeOutEndCinematic( void )
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// OK, end death UI - fade to smaker....
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void HandleDoneLastEndGameQuote( )
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No queen
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#else
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EndQueenDeathEndgame( );
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@@ -422,7 +422,7 @@ EndQueenDeathEndgame( );
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void QueenBitchTimerCallback( void )
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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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HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
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+1
-1
@@ -2969,7 +2969,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
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pFace->fAnimatingTalking = TRUE;
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pFace->fFinishTalking = 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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if ( !AreInMeanwhile( ) )
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@@ -4146,7 +4146,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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// This is not the end, 'cause momma creature is still alive
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TriggerNPCRecordImmediately( 136, 8 );
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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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EndQueenDeathEndgame( );
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@@ -4157,7 +4157,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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// Continue with endgame cimematic..
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DeleteTalkingMenu( );
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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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EndQueenDeathEndgameBeginEndCimenatic( );
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@@ -4169,7 +4169,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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// Just end queen killed dequence.......
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DeleteTalkingMenu( );
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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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EndQueenDeathEndgame( );
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@@ -6157,7 +6157,7 @@ void SetEnemyPresence( )
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// If we are just starting game, don't do this!
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25: no meanwhiles
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if ( !DidGameJustStart() )
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#else
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@@ -7033,7 +7033,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
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SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
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SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
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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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HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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@@ -7313,7 +7313,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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SetFactTrue( FACT_FIRST_BATTLE_WON );
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SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
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SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
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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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HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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@@ -9210,7 +9210,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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// Go into combat!
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// If we are in a meanwhile... don't enter combat here...
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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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@@ -1106,7 +1106,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
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if ( pSoldier->bActive )
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{
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 No meanwhiles in exp
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#else
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// ATE: Make sure life of elliot is OK if from a meanwhile
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@@ -1292,7 +1292,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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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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//Ja25 No meanwhiles
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if ( fMartialArtist )
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#else
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@@ -4134,7 +4134,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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}
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// OK, if we are in a meanwhile and this is elliot...
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#if (defined JA2UB)
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#ifdef JA2UB
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//ja25: No queen
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#else
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if ( AreInMeanwhile( ) )
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@@ -4158,7 +4158,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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// If guy is now dead, play sound!
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if ( pSoldier->stats.bLife == 0 )
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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() )
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@@ -5842,7 +5842,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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}
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////////////////////////////////////////////////////////////////////////////
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sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION;
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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() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION )
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@@ -9382,7 +9382,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
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{
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return;
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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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// ATE: Don't getup if we are in a meanwhile
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@@ -9639,7 +9639,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo
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// Turn off
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this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING );
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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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// CJC: make sure Elliot doesn't bleed to death!
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@@ -12095,7 +12095,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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}
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//Ja25 No meanwhiles
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#if (defined JA2UB)
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#ifdef JA2UB
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if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE)
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#else
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@@ -711,7 +711,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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}
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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 queen
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#else
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else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ )
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@@ -935,7 +935,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
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gfWasInMeanwhile = FALSE;
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return TRUE;
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}
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25v No meanwhiles
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#else
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else if( AreInMeanwhile() )
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@@ -1047,7 +1047,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
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EnableModifiedFileSetCache(cacheResetValue);
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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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if( fShouldBeInMeanwhile )
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@@ -1209,7 +1209,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile()
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//
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// Load in the sectors ITems
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//
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25v no meanwhiles
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#else
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if( AreInMeanwhile() )
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@@ -738,7 +738,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
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// This code should put the game in turn-based and give control to the AI-controlled soldier
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// whose pointer has been passed in as an argument (we were in non-combat and the AI is doing
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// something visible, i.e. making an attack)
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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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@@ -1643,7 +1643,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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HandleShortCutExitState( );
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//*puiNewEvent = I_EXIT;
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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 ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) )
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@@ -3828,7 +3828,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// }
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//}
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// WDS 07/19/2008 - Random number use fix
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#if (defined JA2UB)
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#ifdef JA2UB
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//Ja25 no meanwhiles
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if ( iDiceRoll < iHitChance )
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#else
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@@ -3417,7 +3417,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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UINT8 ubNumEnemies = 0;
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UINT8 ubNumAllies = 0;
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UINT32 cnt;
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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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@@ -6733,7 +6733,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri
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// if the quote was faint, say something
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if (ubVolumeIndex == 0)
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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( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0)
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