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Fixed (by Buggler)
- Externalized victory sector and gridno - Fixed initial game loading screen not using file specified in SectorLoadscreens.xml when starting other than A9 sector - Fixed no time delay for interrogation meanwhile scene - Added space to 'moveitem' string git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6518 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+23
-18
@@ -61,6 +61,9 @@ BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
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class OBJECTTYPE;
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class SOLDIERTYPE;
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//victory ending scene sector
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#define VICTORY_X gModSettings.ubEndGameVictorySectorX
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#define VICTORY_Y gModSettings.ubEndGameVictorySectorY
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INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
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@@ -257,16 +260,16 @@ void DoneFadeOutKilledQueen( void )
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
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{
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gfTacticalTraversal = TRUE;
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SetGroupSectorValue( 3, MAP_ROW_P, 0, pSoldier->ubGroupID );
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SetGroupSectorValue( VICTORY_X, VICTORY_Y, 0, pSoldier->ubGroupID );
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// Set next sectore
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pSoldier->sSectorX = 3;
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pSoldier->sSectorY = MAP_ROW_P;
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pSoldier->sSectorX = VICTORY_X;
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pSoldier->sSectorY = VICTORY_Y;
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pSoldier->bSectorZ = 0;
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// Set gridno
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = 5687;//dnl!!!
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pSoldier->usStrategicInsertionData = gModSettings.iEndGameVictoryGridNo; //5687 dnl!!!
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// Set direction to face....
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pSoldier->ubInsertionDirection = 100 + NORTHWEST;
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}
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@@ -299,33 +302,35 @@ void DoneFadeOutKilledQueen( void )
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
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HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
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// ATE: Force change of level set z to 1
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// ATE: Force change of level set z to 1 to allow reloading of same sector
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gbWorldSectorZ = 1;
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// Clear out dudes.......
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SectorInfo[ SEC_P3 ].ubNumAdmins = 0;
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SectorInfo[ SEC_P3 ].ubNumTroops = 0;
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SectorInfo[ SEC_P3 ].ubNumElites = 0;
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SectorInfo[ SEC_P3 ].ubAdminsInBattle = 0;
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SectorInfo[ SEC_P3 ].ubTroopsInBattle = 0;
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SectorInfo[ SEC_P3 ].ubElitesInBattle = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumAdmins = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumTroops = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumElites = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubAdminsInBattle = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTroopsInBattle = 0;
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SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubElitesInBattle = 0;
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// ATE: GEt rid of elliot in P3...
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gMercProfiles[ ELLIOT ].sSectorX = 1;
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// ATE: banish elliot... dead or alive
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gMercProfiles[ ELLIOT ].sSectorX = 0;
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gMercProfiles[ ELLIOT ].sSectorY = 0;
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gMercProfiles[ ELLIOT ].bSectorZ = 0;
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ChangeNpcToDifferentSector( DEREK, 3, MAP_ROW_P, 0 );
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ChangeNpcToDifferentSector( OLIVER, 3, MAP_ROW_P, 0 );
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ChangeNpcToDifferentSector( DEREK, VICTORY_X, VICTORY_Y, 0 );
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ChangeNpcToDifferentSector( OLIVER, VICTORY_X, VICTORY_Y, 0 );
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// OK, insertion data found, enter sector!
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SetCurrentWorldSector( 3, MAP_ROW_P, 0 );
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SetCurrentWorldSector( VICTORY_X, VICTORY_Y, 0 );
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// OK, once down here, adjust the above map with crate info....
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gfTacticalTraversal = FALSE;
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