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:
Wanne
2013-10-21 12:24:45 +00:00
parent 3346fddf09
commit 8007db56dc
13 changed files with 65 additions and 66 deletions
+23 -18
View File
@@ -61,6 +61,9 @@ BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
class OBJECTTYPE;
class SOLDIERTYPE;
//victory ending scene sector
#define VICTORY_X gModSettings.ubEndGameVictorySectorX
#define VICTORY_Y gModSettings.ubEndGameVictorySectorY
INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
@@ -257,16 +260,16 @@ void DoneFadeOutKilledQueen( void )
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( 3, MAP_ROW_P, 0, pSoldier->ubGroupID );
SetGroupSectorValue( VICTORY_X, VICTORY_Y, 0, pSoldier->ubGroupID );
// Set next sectore
pSoldier->sSectorX = 3;
pSoldier->sSectorY = MAP_ROW_P;
pSoldier->sSectorX = VICTORY_X;
pSoldier->sSectorY = VICTORY_Y;
pSoldier->bSectorZ = 0;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = 5687;//dnl!!!
pSoldier->usStrategicInsertionData = gModSettings.iEndGameVictoryGridNo; //5687 dnl!!!
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
@@ -299,33 +302,35 @@ void DoneFadeOutKilledQueen( void )
SetMusicMode( MUSIC_TACTICAL_VICTORY );
HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
// ATE: Force change of level set z to 1
// ATE: Force change of level set z to 1 to allow reloading of same sector
gbWorldSectorZ = 1;
// Clear out dudes.......
SectorInfo[ SEC_P3 ].ubNumAdmins = 0;
SectorInfo[ SEC_P3 ].ubNumTroops = 0;
SectorInfo[ SEC_P3 ].ubNumElites = 0;
SectorInfo[ SEC_P3 ].ubAdminsInBattle = 0;
SectorInfo[ SEC_P3 ].ubTroopsInBattle = 0;
SectorInfo[ SEC_P3 ].ubElitesInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumAdmins = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumTroops = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumElites = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubAdminsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTroopsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubElitesInBattle = 0;
// ATE: GEt rid of elliot in P3...
gMercProfiles[ ELLIOT ].sSectorX = 1;
// ATE: banish elliot... dead or alive
gMercProfiles[ ELLIOT ].sSectorX = 0;
gMercProfiles[ ELLIOT ].sSectorY = 0;
gMercProfiles[ ELLIOT ].bSectorZ = 0;
ChangeNpcToDifferentSector( DEREK, 3, MAP_ROW_P, 0 );
ChangeNpcToDifferentSector( OLIVER, 3, MAP_ROW_P, 0 );
ChangeNpcToDifferentSector( DEREK, VICTORY_X, VICTORY_Y, 0 );
ChangeNpcToDifferentSector( OLIVER, VICTORY_X, VICTORY_Y, 0 );
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 3, MAP_ROW_P, 0 );
SetCurrentWorldSector( VICTORY_X, VICTORY_Y, 0 );
// OK, once down here, adjust the above map with crate info....
gfTacticalTraversal = FALSE;