- 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:
Wanne
2013-12-28 18:27:09 +00:00
parent 5bf82b9d82
commit 44cf72a2e0
37 changed files with 78 additions and 73 deletions
+1 -1
View File
@@ -1511,7 +1511,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
return( FALSE );
}
#if (defined JA2UB)
#ifdef JA2UB
//Ja25 no meanwhiles
#else
if ( AreInMeanwhile( ) )
+2 -2
View File
@@ -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 );
+1 -1
View File
@@ -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( ) )
+3 -3
View File
@@ -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( );
+4 -4
View File
@@ -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( ) )
+1 -1
View File
@@ -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
+3 -3
View File
@@ -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() )
+4 -4
View File
@@ -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
+1 -1
View File
@@ -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 )
+3 -3
View File
@@ -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() )
+1 -1
View File
@@ -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( ) )
+1 -1
View File
@@ -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) )
+1 -1
View File
@@ -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
+2 -2
View File
@@ -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)