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- Fix: compilation
- Fix: zombie name generation git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6021 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -84,6 +84,7 @@
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
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<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
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<AdditionalIncludeDirectories>..\.;.\.;.\ext\VFS\include;..\ext\VFS\include;..\Utils;.\Utils;..\TileEngine;.\TileEngine;..\TacticalAI;.\TacticalAI;..\ModularizedTacticalAI;.\ModularizedTacticalAI;..\Tactical;.\Tactical;..\Strategic;.\Strategic;..\Standard Gaming Platform;.\Standard Gaming Platform;..\Res;.\Res;..\lua;.\lua;..\Laptop;.\Laptop;..\Multiplayer;.\Multiplayer;..\Multiplayer\raknet;.\Multiplayer\raknet;..\Editor;.\Editor;..\Console;.\Console;.\ext\libpng;..\ext\libpng;.\ext\zlib;..\ext\zlib;;$(NOINHERIT)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\.;.\.;.\ext\VFS\include;..\ext\VFS\include;..\Utils;.\Utils;..\TileEngine;.\TileEngine;..\TacticalAI;.\TacticalAI;..\ModularizedTacticalAI;.\ModularizedTacticalAI;..\Tactical;.\Tactical;..\Strategic;.\Strategic;..\Standard Gaming Platform;.\Standard Gaming Platform;..\Res;.\Res;..\lua;.\lua;..\Laptop;.\Laptop;..\Multiplayer;.\Multiplayer;..\Multiplayer\raknet;.\Multiplayer\raknet;..\Editor;.\Editor;..\Console;.\Console;.\ext\libpng;..\ext\libpng;.\ext\zlib;..\ext\zlib;;$(NOINHERIT)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@@ -156,4 +157,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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</Project>
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</Project>
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@@ -16,6 +16,24 @@
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<ClCompile Include="src\NullPlanFactory.cpp">
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<ClCompile Include="src\NullPlanFactory.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\AbstractPlanFactory.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\CrowPlan.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\LegacyCreaturePlan.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\LegacyZombiePlan.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Plan.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\PlanList.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="include\AbstractPlanFactory.h">
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<ClInclude Include="include\AbstractPlanFactory.h">
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@@ -39,6 +57,18 @@
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<ClInclude Include="include\LegacyAIPlan.h">
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<ClInclude Include="include\LegacyAIPlan.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="include\CrowPlan.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="include\LegacyCreaturePlan.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="include\LegacyZombiePlan.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="include\PlanList.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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<Filter Include="Header Files">
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@@ -2324,9 +2324,11 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
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Corpse.fHeadTaken = FALSE;
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Corpse.fHeadTaken = FALSE;
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Corpse.ubAIWarningValue = 20;
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Corpse.ubAIWarningValue = 20;
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#ifdef ENABLE_ZOMBIES
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// Flugente: use zombie name (it's the only way this will ever be relevant again anyway)
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// Flugente: use zombie name (it's the only way this will ever be relevant again anyway)
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swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
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swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
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Corpse.name[9] = '\0';
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Corpse.name[9] = '\0';
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#endif
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INT32 iCorpseID = AddRottingCorpse( &Corpse );
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INT32 iCorpseID = AddRottingCorpse( &Corpse );
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