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Little Alien
- Moved new game settings from ja2.ini to Ja2_Options.ini - Moved all settings from NewGameSettings.cpp to GameSettings.cpp - New feature: Militia movement on strategic map v1.3 - New feature: Automatic reload Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -12,10 +12,12 @@
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#include "PreBattle Interface.h"
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#endif
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#include "MilitiaSquads.h"
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BOOLEAN gfStrategicMilitiaChangesMade = FALSE;
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BOOLEAN fFirstClickInMilitiaControlScreenMask = FALSE;
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BOOLEAN gfMSResetMilitia = FALSE;
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// render pre battle interface?
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@@ -98,11 +100,19 @@ extern BOOLEAN SoldierCanAffordNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesired
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void ResetMilitia()
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{
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if( gfStrategicMilitiaChangesMade || gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
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BOOLEAN fBattleInProgress = FALSE;
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if ( gWorldSectorX !=0 && gWorldSectorY != 0 && NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
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fBattleInProgress = TRUE;
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if( ( gfStrategicMilitiaChangesMade && !fBattleInProgress ) || gTacticalStatus.uiFlags & LOADING_SAVED_GAME || gfMSResetMilitia )
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{
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gfStrategicMilitiaChangesMade = FALSE;
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RemoveMilitiaFromTactical();
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if( !gfMSResetMilitia )
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RemoveMilitiaFromTactical();
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PrepareMilitiaForTactical();
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gfMSResetMilitia = FALSE;
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}
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}
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@@ -131,7 +141,7 @@ void RemoveMilitiaFromTactical()
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void PrepareMilitiaForTactical()
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{
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SECTORINFO *pSector;
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// INT32 i;
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INT32 x;
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UINT8 ubGreen, ubRegs, ubElites;
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if( gbWorldSectorZ > 0 )
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return;
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@@ -144,16 +154,27 @@ void PrepareMilitiaForTactical()
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ubGreen = pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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ubRegs = pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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ubElites = pSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
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AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
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/*
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for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
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{
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if( MercPtrs[ i ]->bInSector )
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if(guiDirNumber)
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for( x = 0 ; x < guiDirNumber ; ++x )
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{
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MercPtrs[ i ]->bAttitude = AGGRESSIVE;
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%ld,%ld,%ld,%ld", gpAttackDirs[ x ][ 0 ], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2], gpAttackDirs[ x ][3] );
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if( gpAttackDirs[ x ][ 3 ] != INSERTION_CODE_CENTER )
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AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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// AddSoldierInitListMilitia( gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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// else
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}
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}
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*/
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else AddSoldierInitListMilitia( ubGreen, ubRegs, ubElites );
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// for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
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// {
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// if( MercPtrs[ i ]->bInSector )
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// {
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// MercPtrs[ i ]->bOrders = SEEKENEMY;
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//// MercPtrs[ i ]->bAttitude = AGGRESSIVE;
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// }
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// }
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guiDirNumber = 0;
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}
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void HandleMilitiaPromotions( void )
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