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- Fix: recent code additions broke savegame compatibility. Some code now also works for UB, as otherwise code gets needlessly complicated.
- Improved code git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6260 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+7
-8
@@ -125,13 +125,6 @@ typedef struct
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BOOLEAN fSpeckSaidFloMarriedCousinQuote;
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BOOLEAN fSpeckSaidFloMarriedCousinQuote;
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BOOLEAN fHasAMercDiedAtMercSite;
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BOOLEAN fHasAMercDiedAtMercSite;
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#ifdef JA2UB
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#else
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UINT32 uiJohnEscortedDate;// anv: Remember when Kulbas were escorted out, so John can be recruited later
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BOOLEAN bJohnEscorted;// and if they were at all
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UINT8 ubJohnPossibleMissedFlights;// and how many flights he already missed
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#endif
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#ifdef CRIPPLED_VERSION
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#ifdef CRIPPLED_VERSION
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UINT8 ubCrippleFiller[20];
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UINT8 ubCrippleFiller[20];
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#endif
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#endif
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@@ -167,7 +160,13 @@ typedef struct
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UINT32 uiTotalMoneyPaidToSpeck;
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UINT32 uiTotalMoneyPaidToSpeck;
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UINT8 ubLastMercAvailableId;
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UINT8 ubLastMercAvailableId;
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UINT8 bPadding[ 86 ];
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// Flugente: moved here. These variables always exist, as havin #ifdefs in structs is needlessly obscure
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UINT32 uiJohnEscortedDate;// anv: Remember when Kulbas were escorted out, so John can be recruited later
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BOOLEAN bJohnEscorted;// and if they were at all
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UINT8 ubJohnPossibleMissedFlights;// and how many flights he already missed
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UINT8 bPadding[ 77 ]; // Flugente: 86->77
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} LaptopSaveInfoStruct;
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} LaptopSaveInfoStruct;
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@@ -825,13 +825,10 @@ BOOLEAN InitLaptopAndLaptopScreens()
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#endif
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#endif
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LaptopSaveInfo.fBobbyRSiteCanBeAccessed = FALSE;
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LaptopSaveInfo.fBobbyRSiteCanBeAccessed = FALSE;
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#ifdef JA2UB
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#else
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//Reset Kulbas' saving date and possible missed flights
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//Reset Kulbas' saving date and possible missed flights
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LaptopSaveInfo.bJohnEscorted = FALSE;
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LaptopSaveInfo.bJohnEscorted = FALSE;
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LaptopSaveInfo.uiJohnEscortedDate = 0;
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LaptopSaveInfo.uiJohnEscortedDate = 0;
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LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
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LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
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#endif
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return( TRUE );
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return( TRUE );
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}
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}
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+7
-10
@@ -2616,15 +2616,12 @@ void HandleSpeckWitnessingEmployeeDeath( SOLDIERTYPE* pSoldier ) // anv: handle
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#endif
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#endif
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#ifdef JA2UB
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void AddJohnAsMerc() // anv: add John as playable merc after escorting Kulbas out of country
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#else
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{
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void AddJohnAsMerc() // anv: add John as playable merc after escorting Kulbas out of country
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LaptopSaveInfo.bJohnEscorted = TRUE;
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{
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LaptopSaveInfo.uiJohnEscortedDate = GetWorldDay();
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LaptopSaveInfo.bJohnEscorted = TRUE;
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return;
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LaptopSaveInfo.uiJohnEscortedDate = GetWorldDay();
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}
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return;
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}
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#endif
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BOOLEAN ShouldSpeckSayAQuote()
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BOOLEAN ShouldSpeckSayAQuote()
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{
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{
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@@ -2817,7 +2814,7 @@ BOOLEAN ShouldTheMercSiteServerGoDown()
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#else
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#else
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void GetMercSiteBackOnline()
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void GetMercSiteBackOnline()
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{
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{
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if( IsSpeckComAvailable )
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if( IsSpeckComAvailable() )
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{
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{
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//Add an email telling the user the site is back up
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//Add an email telling the user the site is back up
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AddEmail( MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
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AddEmail( MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
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+3
-3
@@ -160,11 +160,11 @@ void MakeBiffAwayForCoupleOfDays();
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#else
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#else
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BOOLEAN IsSpeckComAvailable();
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BOOLEAN IsSpeckComAvailable();
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void HandleSpeckWitnessingEmployeeDeath( SOLDIERTYPE* pSoldier );
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void HandleSpeckWitnessingEmployeeDeath( SOLDIERTYPE* pSoldier );
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// anv: for Kulba hireable after escort quest
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void AddJohnAsMerc( );
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#endif
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#endif
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// anv: for Kulba hireable after escort quest
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void AddJohnAsMerc( );
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void InitializeNumDaysMercArrive();
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void InitializeNumDaysMercArrive();
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void NewMercsAvailableAtMercSiteCallBack( );
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void NewMercsAvailableAtMercSiteCallBack( );
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