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Data and Source v1.13 Mod High Resolution version from 2006-03-16
********************************************************* * 2006/03/16 * * RoWa21 * * Developed in VS 2003 * ********************************************************* - Changed missing screens to the High-Resolution - Tactical Screen - Shopkeeper Interface, - Credits Screen, - AutoResolve Screen - ... - Some bugfixing with the screens - Centered message boxes - ... - Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!) - Rain and lightning visual and sound effects - Visibility radius decrease when rainig - Weapon relyability decrease when rainig - Possibility to spot the enemy at night with lightning - New settings in the ja2.ini file for the rain - Aiming without shooting with "L" key - Move the cursor over an enemy and press the "L" key. - Added judges bugfixing - Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy) - Added status of the items to item 'tooltip' - If it is an ammo, the number of available rounds appear - A stack of items now always shows the minimum repair status - No more carrying a stack of grenades into battle only to find most are duds - Made tactical map loading code more robust against maps with bogus buildings - Made tactical map loading code more robust against maps with characters with bogus locations or schedules - Changed the location of the savegame structure - Each mode contains its own savegame folder in its own data-folder - Some general bugfixing - See Bugfixing.xls on the ftp git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1513,6 +1513,32 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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/// Allow to save everywhere
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'l') )
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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{
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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LeaveTacticalScreen( GAME_SCREEN );
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DoQuickLoad();
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}
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}
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else if( InputEvent.usKeyState & CTRL_DOWN )
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{
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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}
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}
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}
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// Break of out IN CONV...
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if ( CHEATER_CHEAT_LEVEL( ) )
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{
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@@ -2734,7 +2760,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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#endif
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case 'l':
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/*
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if( fAlt )
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{
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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@@ -2756,16 +2782,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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guiPreviousOptionScreen = GAME_SCREEN;
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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}
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/*
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*//*
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if ( INFORMATION_CHEAT_LEVEL( ) )
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{
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*puiNewEvent = I_LEVELNODEDEBUG;
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CountLevelNodes();
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}
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*/
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*//*
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}
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else
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{
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*/ {
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// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
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if ( ( gpItemPointer == NULL ) &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ LOOK_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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