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Data and Source v1.13 Mod High Resolution version from 2006-03-01
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@23 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1,3 +1,4 @@
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// WANNE 2 <changed some lines>
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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@@ -312,7 +313,7 @@ int INTERFACE_CLOCK_X;
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int INTERFACE_CLOCK_Y;
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int LOCATION_NAME_X;
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int LOCATION_NAME_Y;
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typedef enum
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{
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@@ -561,7 +562,7 @@ void CheckForDisabledForGiveItem( )
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{
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sDist = PythSpacesAway( gpSMCurrentMerc->sGridNo, pSoldier->sGridNo );
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sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel );
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sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel, gpSMCurrentMerc );
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// Check LOS....
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel, 3, (UINT8) sDistVisible, TRUE ) )
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@@ -596,7 +597,7 @@ void CheckForDisabledForGiveItem( )
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sDist = PythSpacesAway( MercPtrs[ ubSrcSoldier ]->sGridNo, sDestGridNo );
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// is he close enough to see that gridno if he turns his head?
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sDistVisible = DistanceVisible( MercPtrs[ ubSrcSoldier ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sDestGridNo, bDestLevel );
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sDistVisible = DistanceVisible( MercPtrs[ ubSrcSoldier ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sDestGridNo, bDestLevel, MercPtrs[ ubSrcSoldier ] );
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// Check LOS....
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if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubSrcSoldier ], sDestGridNo, bDestLevel, 3, (UINT8) sDistVisible, TRUE ) )
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@@ -1316,9 +1317,11 @@ BOOLEAN InitializeSMPanelCoords( )
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SM_LOOKB_Y = ( 108 + INV_INTERFACE_START_Y );
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SM_STEALTHMODE_X = ( 187 + INTERFACE_START_X );
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SM_STEALTHMODE_Y = ( 73 + INV_INTERFACE_START_Y );
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SM_DONE_X = ( 543 + INTERFACE_START_X );
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// WANNE 2
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SM_DONE_X = (SCREEN_WIDTH - 97);//( 543 + INTERFACE_START_X );
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SM_DONE_Y = ( 4 + INV_INTERFACE_START_Y );
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SM_MAPSCREEN_X = ( 589 + INTERFACE_START_X );
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SM_MAPSCREEN_X = (SCREEN_WIDTH - 51);//( 589 + INTERFACE_START_X );
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SM_MAPSCREEN_Y = ( 4 + INV_INTERFACE_START_Y );
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SM_POSITIONB_X = ( 106 + INTERFACE_START_X );
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@@ -1382,9 +1385,9 @@ BOOLEAN InitializeSMPanelCoords( )
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STATS_TEXT_FONT_COLOR = 5;
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// ow and te clock and location i will put it here
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INTERFACE_CLOCK_X = ( 554 + INTERFACE_START_X );
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INTERFACE_CLOCK_X = (SCREEN_WIDTH - 86); //( 554 + INTERFACE_START_X );
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INTERFACE_CLOCK_Y = ( 119 + INV_INTERFACE_START_Y );
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LOCATION_NAME_X = ( 548 + INTERFACE_START_X );
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LOCATION_NAME_X = (SCREEN_WIDTH - 92); //( 548 + INTERFACE_START_X );
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LOCATION_NAME_Y = ( 65 + INTERFACE_START_Y );
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// so we got everything "dynamic" now we just return TRUE
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@@ -3486,6 +3489,7 @@ void BtnPositionShowCallback(GUI_BUTTON *btn,INT32 reason)
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}
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// WANNE 2
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BOOLEAN InitializeTEAMPanelCoords( )
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{
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@@ -3494,11 +3498,12 @@ BOOLEAN InitializeTEAMPanelCoords( )
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TM_APPANEL_HEIGHT = 56;
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TM_APPANEL_WIDTH = 16;
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TM_ENDTURN_X = ( 507 + INTERFACE_START_X );
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// WANNE 2
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TM_ENDTURN_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_ENDTURN_Y = ( 9 + INTERFACE_START_Y );
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TM_ROSTERMODE_X = ( 507 + INTERFACE_START_X );
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TM_ROSTERMODE_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_ROSTERMODE_Y = ( 45 + INTERFACE_START_Y );
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TM_DISK_X = ( 507 + INTERFACE_START_X );
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TM_DISK_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_DISK_Y = ( 81 + INTERFACE_START_Y );
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TM_NAME_WIDTH = 60;
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@@ -3606,6 +3611,9 @@ BOOLEAN InitializeTEAMPanel( )
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UINT32 cnt, posIndex;
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static BOOLEAN fFirstTime = TRUE;
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// WANNE 2
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fDisplayOverheadMap = TRUE;
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/* OK i need to initialize coords here
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* Isnt it cool
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* any questions? joker
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@@ -3716,6 +3724,7 @@ BOOLEAN InitializeTEAMPanel( )
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// Add user data
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MSYS_SetRegionUserData( &gTEAM_SecondHandInv[ cnt ], 0, cnt );
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}
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@@ -3784,6 +3793,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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SOLDIERTYPE *pSoldier;
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static INT16 pStr[ 200 ], pMoraleStr[ 20 ];
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// WANNE 2 <new>
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if ( fDirty == DIRTYLEVEL2 )
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{
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MarkAButtonDirty( iTEAMPanelButtons[ TEAM_DONE_BUTTON ] );
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@@ -3792,12 +3802,10 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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// Blit video surface
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//if(gbPixelDepth==16)
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//{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiTEAMPanel, 0, INTERFACE_START_X, INTERFACE_START_Y, VO_BLT_SRCTRANSPARENCY, NULL );
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//}
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RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH - INTERFACE_START_X , INTERFACE_HEIGHT );
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiTEAMPanel, 0, INTERFACE_START_X, INTERFACE_START_Y, VO_BLT_SRCTRANSPARENCY, NULL );
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RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH - INTERFACE_START_X , INTERFACE_HEIGHT );
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// WANNE 2 <new> <begin>
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// LOOP THROUGH ALL MERCS ON TEAM PANEL
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for ( cnt = 0, posIndex = 0; cnt < NUM_TEAM_SLOTS; cnt++, posIndex+= 2 )
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{
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@@ -4039,10 +4047,10 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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}
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}
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}
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UpdateTEAMPanel( );
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if( fRenderRadarScreen == TRUE )
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{
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// Render clock
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