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*** Merged Code from Multiplayer Branch Revision 2960 ***
- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-) - Multiplayer Version 1.1 + some additional features and bugfixes * INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory * git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+5
-6
@@ -204,8 +204,6 @@ extern BOOLEAN gfDisplaySaveGamesNowInvalidatedMsg;
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//Dealtar's Airport Externalization
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extern CPostalService gPostalService;
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//
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//Buttons
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//
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@@ -1032,7 +1030,7 @@ void GetSaveLoadScreenUserInput()
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bActiveTextField = (INT8)GetActiveFieldID();
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if( bActiveTextField && bActiveTextField != -1 )
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{
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField);
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField, 128 );
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SetActiveField(0);
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DestroySaveLoadTextInputBoxes();
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@@ -1081,7 +1079,7 @@ void SaveLoadGameNumber( INT8 bSaveGameID )
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bActiveTextField = (INT8)GetActiveFieldID();
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if( bActiveTextField && bActiveTextField != -1 )
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{
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField );
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField, 128 );
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}
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//if there is save game in the slot, ask for confirmation before overwriting
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@@ -1504,7 +1502,8 @@ BOOLEAN LoadSavedGameHeader( INT8 bEntry, SAVED_GAME_HEADER *pSaveGameHeader )
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//make sure the entry is valid
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if( bEntry < 0 || bEntry > NUM_SAVE_GAMES )
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{
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memset( &pSaveGameHeader, 0, sizeof( SAVED_GAME_HEADER ) );
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//memset( &pSaveGameHeader, 0, sizeof( SAVED_GAME_HEADER ) );
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memset( pSaveGameHeader, 0, sizeof( SAVED_GAME_HEADER ) );
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return( FALSE );
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}
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@@ -1761,7 +1760,7 @@ void SelectedSaveRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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bActiveTextField = (INT8)GetActiveFieldID();
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if( bActiveTextField && bActiveTextField != -1 )
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{
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField);
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Get16BitStringFromField( (UINT8)bActiveTextField, gzGameDescTextField, 128 );
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SetActiveField(0);
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DestroySaveLoadTextInputBoxes();
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