Undo unrelated Chinese text changes

This commit is contained in:
rftrdev
2022-11-04 22:39:33 -07:00
parent a554f0de17
commit 75332ea219
15 changed files with 629 additions and 59 deletions
+404
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@@ -0,0 +1,404 @@
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+7
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@@ -496,6 +496,13 @@ void HandleMainMenuKeyboardInput()
gbHandledMainMenu = QUIT;
HandleMainMenuInput();
break;
//#ifdef _WIN32
// // open bp discord!
// case 'z':
// ShellExecute(NULL, "open", "https://discord.gg/xtnydCjP", NULL, NULL, SW_SHOWNORMAL);
// break;
//#endif
}
}
}
+1
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "PreBattle Interface.h"
+1
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
/* $Id: sgp.c,v 1.4 2004/03/19 06:16:04 digicrab Exp $ */
//its test what doeas it do?
#ifdef JA2_PRECOMPILED_HEADERS
+1
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef JA2_PRECOMPILED_HEADERS
#include "JA2 SGP ALL.H"
#elif defined( WIZ8_PRECOMPILED_HEADERS )
+1
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
+9 -2
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
@@ -3251,6 +3252,7 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi
pGroup = CreateNewEnemyGroupDepartingFromSector( gGarrisonGroup[ iSrcGarrisonID ].ubSectorID, 0, (UINT8)iReinforcementsApproved, 0, 0, 0, 0 );
ConvertGroupTroopsToComposition( pGroup, gGarrisonGroup[ iDstGarrisonID ].ubComposition );
//InitializeGroup(GROUP_TYPE_PATROL, (UINT8)iReinforcementsApproved, *pGroup->pEnemyGroup, Random(10) < gGameOptions.ubDifficultyLevel );
if (gGameExternalOptions.fASDActive && Random(10) < gGameOptions.ubDifficultyLevel)
{
ASDInitializePatrolGroup(pGroup);
@@ -6886,7 +6888,12 @@ void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT8 ubSi
}
else
{
Assert( 0 );
const UINT8 ubSectorX = (UINT8)SECTORX( gGarrisonGroup[ iGarrisonID ].ubSectorID );
const UINT8 ubSectorY = (UINT8)SECTORY( gGarrisonGroup[ iGarrisonID ].ubSectorID );
CHAR8 str[512];
sprintf(str, "Couldn't elim elites at X/Y=%d/%d -- Sector A/T/E=%d/%d/%d -- Comp T/E=%d/%d -- Size=%d", ubSectorX, ubSectorY, ubOrigSectorAdmins, ubOrigSectorTroops, ubOrigSectorElites, ubOrigNumTroops, ubOrigNumElites, ubOrigSize);
AssertMsg(0, str);
}
ubNumElites--;
}
@@ -7146,7 +7153,7 @@ void InitializeGroup( const GROUP_TYPE groupType, const UINT8 groupSize, UINT8 &
}
}
// replace some soldiers with elites for attack groups
// replace some soldiers with elites
if ( groupType == GROUP_TYPE_ATTACK && difficultyMod > 0 )
{
eliteCount += troopCount - troopCount / difficultyMod;
+14 -7
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -3339,10 +3340,11 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
if ( i > gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
break;
if (getMatchingCoolness == TRUE)
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices);
else // otherwise there is a chance to pick nothing!
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
// if (getMatchingCoolness == TRUE)
// uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices);
// else // otherwise there is a chance to pick nothing!
// uiChoice = Random(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices + (int)(gArmyItemChoices[bSoldierClass][typeIndex].ubChoices / 3));
if ( uiChoice >= gArmyItemChoices[bSoldierClass][ typeIndex ].ubChoices )
{
@@ -3364,7 +3366,8 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
pickItem = FALSE;
if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem))
//if (usItem > 0 && Item[usItem].randomitem == 0 && ItemIsLegal(usItem))
if (usItem >= 0 && Item[usItem].ubCoolness <= wantedCoolness && ItemIsLegal(usItem))
{
// On day
if (DayTime() == TRUE)
@@ -3386,6 +3389,9 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
pickItem = TRUE;
}
}
// if (Item[usItem].randomitem > 0)
// pickItem = FALSE;
}
@@ -3395,8 +3401,9 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 wantedCoolness
if (pickItem == TRUE)
{
// pick a default item in case we don't find anything with a matching coolness, but pick the most matching (by coolness) item
if ( defaultItem == 0 ||
abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness))
//if ( defaultItem == 0 ||
// abs((int)wantedCoolness - (int)Item[usItem].ubCoolness) < abs((int)wantedCoolness - (int)Item[defaultItem].ubCoolness))
if (defaultItem == 0 || Item[usItem].ubCoolness > Item[defaultItem].ubCoolness)
{
defaultItem = usItem;
}
+1
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@@ -1,3 +1,4 @@
#pragma optimize("",off)
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
+144
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@@ -102,6 +102,7 @@ extern UINT8 gubItemDroppableFlag[NUM_INV_SLOTS];
//Random Stats
RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES];
void RandomStats();
void RandomSkills();
void RandomStartSalary();
//Jenilee
@@ -463,6 +464,147 @@ void RandomStats()
ExitRandomMercs(); }
}
#pragma optimize("",off)
void RandomSkills()
{
for (UINT32 cnt = 0; cnt < NUM_PROFILES; cnt++)
{
MERCPROFILESTRUCT* pProfile = &(gMercProfiles[cnt]);
std::vector<INT8> skillPool;
// get current skills
int traitCount = 0;
for (int index = 0; index < (sizeof(pProfile->bSkillTraits) / sizeof(pProfile->bSkillTraits[0])); ++index)
{
if (pProfile->bSkillTraits[index] != 0)
{
skillPool.push_back(pProfile->bSkillTraits[index]);
traitCount++;
}
}
// add random skills
int traitsToAdd = max(4 - traitCount, 2);
while (traitsToAdd > 0)
{
const INT8 random = Random(NUM_SKILLTRAITS_NT - 1) + 1; // skill traits 1-23. see SkillTraitNew enum
// do we already have this skill?
int count = 0;
for (const INT8 skillId : skillPool)
{
if (random == skillId)
count++;
}
// if a major trait and we have 2, restart
if ((random >= AUTO_WEAPONS_NT && random <= DOCTOR_NT) || random == COVERT_NT)
{
if (count >= 2)
continue;
}
// else if a minor trait and we have 1, restart
else if (count >= 1)
continue;
// only add certain skills if appropriate-ish
switch (random)
{
case AUTO_WEAPONS_NT:
case HEAVY_WEAPONS_NT:
case SNIPER_NT:
case RANGER_NT:
case GUNSLINGER_NT:
if (pProfile->bMarksmanship < 75) continue;
break;
case AMBIDEXTROUS_NT:
if (pProfile->bDexterity < 70) continue;
break;
case BODYBUILDING_NT:
if (pProfile->bStrength < 70 && pProfile->bLifeMax < 70) continue;
break;
case STEALTHY_NT:
if (pProfile->bAgility < 70) continue;
break;
case SQUADLEADER_NT:
case TEACHING_NT:
if (pProfile->bLeadership < 40) continue;
break;
case TECHNICIAN_NT:
if (pProfile->bMechanical < 40) continue;
break;
case DOCTOR_NT:
if (pProfile->bMedical < 40) continue;
break;
case DEMOLITIONS_NT:
if (pProfile->bExplosive < 40) continue;
break;
//AUTO_WEAPONS_NT, // 1
//HEAVY_WEAPONS_NT, // 2
//SNIPER_NT, // 3
//RANGER_NT, // 4
//GUNSLINGER_NT, // 5
//MARTIAL_ARTS_NT, // 6
//SQUADLEADER_NT, // 7
//TECHNICIAN_NT, // 8
//DOCTOR_NT, // 9
//AMBIDEXTROUS_NT, // 10
//MELEE_NT, // 11
//THROWING_NT, // 12
//NIGHT_OPS_NT, // 13
//STEALTHY_NT, // 14
//ATHLETICS_NT, // 15
//BODYBUILDING_NT, // 16
//DEMOLITIONS_NT, // 17
//TEACHING_NT, // 18
//SCOUTING_NT, // 19
//COVERT_NT, // 20 // a major trait
//RADIO_OPERATOR_NT, //21 // a minor trait
//SNITCH_NT, //22 // a minor trait
//SURVIVAL_NT, //23 // a minor trait
}
// add the skill
skillPool.push_back(random);
traitsToAdd--;
}
// shuffle traits
for (int a = 0; a < skillPool.size(); ++a)
{
const int randomIndex = Random(skillPool.size());
std::swap(skillPool[a], skillPool[randomIndex]);
}
int traitsToKeep = max(4, traitCount + 1);
traitsToKeep = min(traitsToKeep, skillPool.size());
// copy over final skills
std::vector<INT8>::const_iterator iter = skillPool.cbegin();
for (int index = 0; index < (sizeof(pProfile->bSkillTraits) / sizeof(pProfile->bSkillTraits[0])); ++index)
{
if (index < traitsToKeep && iter != skillPool.cend())
{
pProfile->bSkillTraits[index] = *iter;
iter++;
}
else
{
pProfile->bSkillTraits[index] = 0;
}
}
}
}
#pragma optimize("",on)
void RandomStartSalary()
{
UINT32 cnt;
@@ -1000,6 +1142,8 @@ for( int i = 0; i < NUM_PROFILES; i++ )
// ---------------
RandomStats (); //random stats by Jazz
RandomSkills();
// Buggler: random starting salary
RandomStartSalary ();
+33 -33
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@@ -290,7 +290,7 @@ STR16 pEncyclopediaFilterCharText[] =
{//major char filter button text
//..L"------v"
L"全部",//All
L"A.I.M.",
L"A.I.M",
L"MERC",
L"RPC",
L"NPC",
@@ -4219,7 +4219,7 @@ STR16 pHelicopterEtaStrings[] =
L"Skyrider",
L"着陆点",
L"直升机严重受损,必须降落在敌军领地!", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
L"直升机将直接返回基地,你希望在此之前下乘客吗?",
L"直升机将直接返回基地,你希望在此之前下乘客吗?",
L"剩余燃料:",
L"到加油站距离:",
};
@@ -5099,7 +5099,7 @@ STR16 pLaptopIcons[] =
STR16 pBookMarkStrings[] =
{
L"A.I.M.",
L"A.I.M",
L"Bobby Ray's",
L"I.M.P",
L"M.E.R.C",
@@ -7032,7 +7032,7 @@ STR16 pMessageStrings[] =
L"磁盘空间不足。只有%sMB可用空间,《铁血联盟2》需要%sMB。",
L"从AIM雇佣了%s。", //"Hired %s from AIM",
L"%s抓住了%s。", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
L"%s使用了%s。", //L"%s has taken %s。",
L"%s使用了(拾取)%s。", //L"%s has taken %s。",
L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill.
//CDRom errors (such as ejecting CD while attempting to read the CD)
@@ -11373,17 +11373,17 @@ STR16 szIMPGearPocketText[] =
L"选择头部装备", //L"Select face gear",
L"选择头部装备", // L"Select face gear",
L"选择主", // L"Select main gun",
L"选择手枪", //L"Select sidearm",
L"选择主武器", // L"Select main gun",
L"选择副武器", //L"Select sidearm",
L"选择LBE背心", //L"Select LBE vest",
L"选择LBE", //L"Select left LBE holster",
L"选择LBE", //L"Select right LBE holster",
L"选择LBE", //L"Select left LBE holster",
L"选择LBE", //L"Select right LBE holster",
L"选择LBE战斗包", //L"Select LBE combat pack",
L"选择LBE背包", //L"Select LBE backpack",
L"Select launcher / rifle",
L"选择武器", //L"Select melee weapon",
L"选择发射器/步枪", //L"Select launcher / rifle",
L"选择近战武器", //L"Select melee weapon",
L"选择附加物品", //L"Select additional items", //BIGPOCK1POS
L"选择附加物品", //L"Select additional items",
@@ -11392,28 +11392,28 @@ STR16 szIMPGearPocketText[] =
L"选择附加物品", //L"Select additional items",
L"选择附加物品", //L"Select additional items",
L"选择附加物品", //L"Select additional items",
L"Select medkit", //MEDPOCK1POS
L"Select medkit",
L"Select medkit",
L"Select medkit",
L"Select main gun ammo", //SMALLPOCK1POS
L"Select main gun ammo",
L"Select main gun ammo",
L"Select main gun ammo",
L"Select main gun ammo",
L"Select launcher / rifle ammo", //SMALLPOCK6POS
L"Select launcher / rifle ammo",
L"Select launcher / rifle ammo",
L"Select launcher / rifle ammo",
L"Select launcher / rifle ammo",
L"Select sidearm ammo", //SMALLPOCK11POS
L"Select sidearm ammo",
L"Select sidearm ammo",
L"Select sidearm ammo",
L"Select sidearm ammo",
L"Select sidearm ammo",
L"Select sidearm ammo",
L"Select sidearm ammo",
L"选择医疗套件", //L"Select medkit",MEDPOCK1POS
L"选择医疗套件", //L"Select medkit",
L"选择医疗套件", //L"Select medkit",
L"选择医疗套件", //L"Select medkit",
L"选择主武器弹药", //L"Select main gun ammo",SMALLPOCK1POS
L"选择主武器弹药", //L"Select main gun ammo",
L"选择主武器弹药", //L"Select main gun ammo",
L"选择主武器弹药", //L"Select main gun ammo",
L"选择主武器弹药", //L"Select main gun ammo",
L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",SMALLPOCK6POS
L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",
L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",
L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",
L"选择发射器/枪弹药", //L"Select launcher / rifle ammo",
L"选择配枪弹药", //L"Select sidearm ammo",SMALLPOCK11POS
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择配枪弹药", //L"Select sidearm ammo",
L"选择附加物品", //L"Select additional items", //SMALLPOCK19POS
L"选择附加物品", //L"Select additional items",
L"选择附加物品", //L"Select additional items",
@@ -11426,7 +11426,7 @@ STR16 szIMPGearPocketText[] =
L"选择附加物品", //L"Select additional items",
L"选择附加物品", //L"Select additional items",
L"选择附加物品", //L"Select additional items", //SMALLPOCK30POS
L"Left click to select item / Right click to close window",
L"左键单击选择项目/右键单击关闭窗口", //L"Left click to select item / Right click to close window",
};
STR16 szMilitiaStrategicMovementText[] =
+4 -9
View File
@@ -126,10 +126,10 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<ConfigurationType>StaticLibrary</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
@@ -151,7 +151,6 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>false</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
@@ -225,16 +224,12 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>..\..\..\lib\VS2013\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditorD|Win32'">
<OutDir>..\..\..\lib\VS2013\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IntDir>..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='MapEditorD|Win32'">
<IntDir>..\..\..\build\VS2013\$(ProjectName)_$(Configuration)\</IntDir>
</PropertyGroup>
@@ -338,10 +333,10 @@
</PrecompiledHeaderOutputFile>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+1 -1
View File
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>H:\JA2 Dev</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerAttach>true</LocalDebuggerAttach>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LocalDebuggerWorkingDirectory>H:\JA2 Dev</LocalDebuggerWorkingDirectory>
+5 -4
View File
@@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28307.645
# Visual Studio Version 16
VisualStudioVersion = 16.0.30320.27
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VFS", "ext\VFS\build\VFS_VS2019.vcxproj", "{463CB476-2798-493F-9CE8-CEAC5ECE5664}"
ProjectSection(ProjectDependencies) = postProject
@@ -360,9 +360,10 @@ Global
{802552D2-B514-42E5-A169-F1E108527678}.Release_WithDebugInfo|Win32.ActiveCfg = Debug|Win32
{802552D2-B514-42E5-A169-F1E108527678}.Release_WithDebugInfo|x64.ActiveCfg = Release_WithDebugInfo|x64
{802552D2-B514-42E5-A169-F1E108527678}.Release|Win32.ActiveCfg = Release|Win32
{802552D2-B514-42E5-A169-F1E108527678}.Release|Win32.Build.0 = Release|Win32
{802552D2-B514-42E5-A169-F1E108527678}.Release|x64.ActiveCfg = Release|x64
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.ActiveCfg = Debug|Win32
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.Build.0 = Debug|Win32
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.ActiveCfg = Release_WithDebugInfo|Win32
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|Win32.Build.0 = Release_WithDebugInfo|Win32
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|x64.ActiveCfg = Debug|x64
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.Debug|x64.Build.0 = Debug|x64
{3B7B950D-0DC8-4ADD-9FE2-7DE4297C62F6}.MapEditor|Win32.ActiveCfg = MapEditor|Win32
+3 -3
View File
@@ -193,8 +193,8 @@
<LinkIncremental>true</LinkIncremental>
<TargetName>$(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master</TargetName>
<TargetExt>.exe</TargetExt>
<OutDir>$(SolutionDir)\bin\VS2013\</OutDir>
<IntDir>$(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\</IntDir>
<OutDir>..\OUTPUT\1dot13</OutDir>
<IntDir>$(SolutionDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
@@ -217,7 +217,7 @@
<LinkIncremental>false</LinkIncremental>
<TargetName>$(JA2Config)_$(JA2LangPrefix)_$(Configuration)_master_VS2019</TargetName>
<TargetExt>.exe</TargetExt>
<OutDir>$(SolutionDir)\bin\VS2013\</OutDir>
<OutDir>..\OUTPUT\1dot13</OutDir>
<IntDir>$(SolutionDir)\build\VS2013\$(JA2Config)_$(JA2LangPrefix)\$(ProjectName)_$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">