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Store the profile type in the profile structure and remove superfluous code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8620 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+23
-12
@@ -1638,6 +1638,15 @@ BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion, bool for
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return(FALSE);
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}
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}
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// Flugente: if this is a an case of older file, load from separate structure
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if ( guiCurrentSaveGameVersion >= PROFILETYPE_STORED )
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{
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if ( !FileRead( hFile, &this->Type, sizeof( UINT32 ), &uiNumBytesRead ) )
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{
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return( FALSE );
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}
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}
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}
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if ( this->uiProfileChecksum != this->GetChecksum() )
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@@ -1749,6 +1758,11 @@ BOOLEAN MERCPROFILESTRUCT::Save(HWFILE hFile)
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{
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return(FALSE);
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}
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if ( !FileWrite( hFile, &this->Type, sizeof( UINT32 ), &uiNumBytesWritten ) )
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{
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return( FALSE );
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}
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return TRUE;
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}
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@@ -4349,16 +4363,6 @@ BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc )
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SaveGameFilePosition( FileGetPos( hFile ), "New Mercs Profiles" );
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#endif
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//New system profiles by Jazz
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if( !SaveNewSystemMercsToSaveGameFile( hFile ) )
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{
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ScreenMsg( FONT_MCOLOR_WHITE, MSG_ERROR, L"ERROR writing new system mercs profiles");
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goto FAILED_TO_SAVE;
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}
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#ifdef JA2BETAVERSION
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SaveGameFilePosition( FileGetPos( hFile ), "New system Mercs Profiles" );
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#endif
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//save lua global
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if( !SaveLuaGlobalToSaveGameFile( hFile ) )
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{
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@@ -5981,7 +5985,8 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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RenderProgressBar( 0, 100 );
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uiRelStartPerc = uiRelEndPerc;
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if( guiCurrentSaveGameVersion >= 113 )
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// Flugente: we don't need this data anymore, but need to account for older save files
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if ( guiCurrentSaveGameVersion >= 113 && guiCurrentSaveGameVersion < PROFILETYPE_STORED )
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{
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if( !LoadNewSystemMercsToSaveGameFile( hFile ) )
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{
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@@ -6714,11 +6719,17 @@ BOOLEAN LoadSavedMercProfiles( HWFILE hFile )
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if ( gMercProfiles[cnt].bLifeMax <= 0 )
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gMercProfiles[cnt] = tempMercProfile;
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/// Flugente: until the introduction of a separate varriable for the voiceset, the voice was identical with the slot
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// Flugente: until the introduction of a separate varriable for the voiceset, the voice was identical with the slot
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if ( guiCurrentSaveGameVersion < SEPARATE_VOICESETS )
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{
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gMercProfiles[cnt].usVoiceIndex = cnt;
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}
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// Flugente: if this is an older savefile, load from separate structure
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if ( guiCurrentSaveGameVersion < PROFILETYPE_STORED )
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{
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gMercProfiles[cnt].Type = gProfileType[cnt];
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}
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}
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return( TRUE );
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