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****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+25
-22
@@ -120,7 +120,8 @@ typedef struct
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UINT8 ubFiller[16];
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} TEAM_TURN_SAVE_STRUCT;
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#define MIN_APS_TO_INTERRUPT 4
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// WANNE: Moved to APBPConstants
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//#define MIN_APS_TO_INTERRUPT 4
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void ClearIntList( void )
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{
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@@ -1437,7 +1438,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
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}
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// if soldier doesn't have enough APs
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if ( pSoldier->bActionPoints < MIN_APS_TO_INTERRUPT )
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if ( pSoldier->bActionPoints < APBPConstants[MIN_APS_TO_INTERRUPT] )
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{
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return( FALSE );
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}
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@@ -2123,27 +2124,29 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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}
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// INTERRUPT is calculated on the pure client
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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{
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#ifdef BETAVERSION
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{
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//// WANNE: Skip the interrupt (against enemy AI) on the pure client, when we are in a coop game!
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//if (cGameType == MP_TYPE_COOP)
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//{
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// #ifdef BETAVERSION
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
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// #endif
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//}
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//else
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//{
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send_interrupt( npSoldier );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
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#endif
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/*
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// Only send interrupt if we (the client) got interrupted
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send_interrupt( npSoldier );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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//AdjustNoAPToFinishMove( pMerc, TRUE );
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pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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*/
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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//AdjustNoAPToFinishMove( pMerc, TRUE );
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pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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//}
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}
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else
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{
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