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- Fix: external iInitialMercArrivalLocation was overwritten by value from savegame
- Fix: gridno outside of map is used as valid map gridno git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8104 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+66
-68
@@ -9017,13 +9017,11 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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// HEADROCK HAM 4: Load Manual Mobile Militia Restrictions
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memcpy(gubManualRestrictMilitia, sGeneralInfo.ubManualRestrictMilitia, sizeof(UINT8) * 256);
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for (int i=0;i<500;i++)
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for (int i=0;i<500;++i)
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{
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zHiddenNames[i].Hidden = !sGeneralInfo.HiddenNames[i];
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}
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gGameExternalOptions.iInitialMercArrivalLocation = sGeneralInfo.sMercArrivalGridNo;
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#ifdef JA2UB
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gGameUBOptions.InitialHeliGridNo[ 0 ] = sGeneralInfo.sINITIALHELIGRIDNO[ 0 ];//14947;
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gGameUBOptions.InitialHeliGridNo[ 1 ] = sGeneralInfo.sINITIALHELIGRIDNO[ 1 ];//15584;//16067;
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@@ -9055,9 +9053,8 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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gGameUBOptions.LaptopLinkBobby = sGeneralInfo.sLaptopLinkBobby;
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#endif
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if ( gGameExternalOptions.fShowCamouflageFaces == TRUE )
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if ( gGameExternalOptions.fShowCamouflageFaces )
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{
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//Camo Face by Jazz
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for (int i=0;i<NUM_PROFILES;++i)
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{
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@@ -9068,72 +9065,73 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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}
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SOLDIERTYPE * pSoldier;
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INT8 bMercID, bLastTeamID;
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bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
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{
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if ( pSoldier->bCamo > 0 )
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{
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if ( pSoldier->bCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->urbanCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->desertCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->snowCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->snowCamo == 0 && pSoldier->bCamo == 0 && pSoldier->urbanCamo == 0 && pSoldier->desertCamo == 0)
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{
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gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->urbanCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->desertCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->snowCamo > 0 )
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{
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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else
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{
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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if ( pSoldier->snowCamo == 0 && pSoldier->bCamo == 0 && pSoldier->urbanCamo == 0 && pSoldier->desertCamo == 0)
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{
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gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
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gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
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DeleteSoldierFace( pSoldier );
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pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
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}
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}
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}
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return( TRUE );
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}
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