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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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@@ -2800,6 +2800,12 @@ UINT32 cnt = 0;
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if ( gfScrollInertia == FALSE || (gRenderFlags&RENDER_FLAG_NOZ ) || (gRenderFlags&RENDER_FLAG_FULL ) || (gRenderFlags&RENDER_FLAG_MARKED ) )
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{
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RenderDynamicWorld( );
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///////////////////////////////////////////////////////////
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// ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, gsVIEWPORT_WINDOW_END_Y, BP_SCREEN_WIDTH_CENTERED, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 16, 8, 0 ) ) );
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///////////////////////////////////////////////////////////
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}
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if ( gfScrollInertia )
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@@ -3504,6 +3510,7 @@ BOOLEAN HandleScrollDirections( UINT32 ScrollFlags, INT16 sScrollXStep, INT16 sS
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return( fAGoodMove );
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}
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extern BOOLEAN gfNextRefreshFullScreen;
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void ScrollWorld( )
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{
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@@ -3752,6 +3759,8 @@ void ScrollWorld( )
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// Now we actually begin our scrolling
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HandleScrollDirections( ScrollFlags, sScrollXStep, sScrollYStep, &sTempRenderCenterX, &sTempRenderCenterY, FALSE );
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if( gfNextRefreshFullScreen ) SetRenderFlags( RENDER_FLAG_FULL );
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}
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}
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else
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