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Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+31
-20
@@ -48,28 +48,36 @@ extern UINT32 guiBrokenSaveGameVersion;
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//
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//////////////////////////////////////////////////////
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#define SAVE_LOAD_TITLE_FONT FONT14ARIAL
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#define SAVE_LOAD_TITLE_COLOR FONT_MCOLOR_WHITE
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#define SAVE_LOAD_NORMAL_FONT FONT12ARIAL
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#define SAVE_LOAD_NORMAL_COLOR 2
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#define SAVE_LOAD_NORMAL_SHADOW_COLOR 118
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#define SAVE_LOAD_NORMAL_COLOR 2//FONT_MCOLOR_DKWHITE//2//FONT_MCOLOR_WHITE
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#define SAVE_LOAD_NORMAL_SHADOW_COLOR 118//121//118//125
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/*#define SAVE_LOAD_NORMAL_FONT FONT12ARIAL
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#define SAVE_LOAD_NORMAL_COLOR FONT_MCOLOR_DKWHITE//2//FONT_MCOLOR_WHITE
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#define SAVE_LOAD_NORMAL_SHADOW_COLOR 2//125
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*/
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#define SAVE_LOAD_QUICKSAVE_FONT FONT12ARIAL
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#define SAVE_LOAD_QUICKSAVE_COLOR 2
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#define SAVE_LOAD_QUICKSAVE_SHADOW_COLOR 189
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#define SAVE_LOAD_QUICKSAVE_COLOR 2//FONT_MCOLOR_DKGRAY//FONT_MCOLOR_WHITE
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#define SAVE_LOAD_QUICKSAVE_SHADOW_COLOR 189//248//2
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#define SAVE_LOAD_EMPTYSLOT_FONT FONT12ARIAL
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#define SAVE_LOAD_EMPTYSLOT_COLOR 2
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#define SAVE_LOAD_EMPTYSLOT_SHADOW_COLOR 121
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#define SAVE_LOAD_EMPTYSLOT_COLOR 2//125//FONT_MCOLOR_WHITE
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#define SAVE_LOAD_EMPTYSLOT_SHADOW_COLOR 121//118
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#define SAVE_LOAD_HIGHLIGHTED_FONT FONT12ARIAL
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#define SAVE_LOAD_HIGHLIGHTED_COLOR FONT_MCOLOR_WHITE
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#define SAVE_LOAD_HIGHLIGHTED_SHADOW_COLOR 2
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#define SAVE_LOAD_SELECTED_FONT FONT12ARIAL
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#define SAVE_LOAD_SELECTED_COLOR 2
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#define SAVE_LOAD_SELECTED_SHADOW_COLOR 130
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#define SAVE_LOAD_SELECTED_COLOR 2//145//FONT_MCOLOR_WHITE
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#define SAVE_LOAD_SELECTED_SHADOW_COLOR 130//2
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#define SAVE_LOAD_NUMBER_FONT FONT12ARIAL
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#define SAVE_LOAD_NUMBER_COLOR FONT_MCOLOR_WHITE
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@@ -78,26 +86,28 @@ extern UINT32 guiBrokenSaveGameVersion;
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#define SLG_UNSELECTED_COLOR FONT_MCOLOR_DKWHITE
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#define SLG_SAVELOCATION_WIDTH 605
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#define SLG_SAVELOCATION_HEIGHT 30
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#define SLG_SAVELOCATION_HEIGHT 30//46
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#define SLG_FIRST_SAVED_SPOT_X iScreenWidthOffset + 17
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#define SLG_FIRST_SAVED_SPOT_Y iScreenHeightOffset + 49
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#define SLG_GAP_BETWEEN_LOCATIONS 35
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#define SLG_GAP_BETWEEN_LOCATIONS 35//47
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#define SLG_DATE_OFFSET_X 13
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#define SLG_DATE_OFFSET_Y 11
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#define SLG_SECTOR_OFFSET_X 95
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#define SLG_SECTOR_OFFSET_X 95//105//114
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#define SLG_SECTOR_OFFSET_Y SLG_DATE_OFFSET_Y
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#define SLG_SECTOR_WIDTH 98
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#define SLG_NUM_MERCS_OFFSET_X 196
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#define SLG_NUM_MERCS_OFFSET_Y SLG_DATE_OFFSET_Y
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#define SLG_NUM_MERCS_OFFSET_X 196//190//SLG_DATE_OFFSET_X
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#define SLG_NUM_MERCS_OFFSET_Y SLG_DATE_OFFSET_Y//26
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#define SLG_BALANCE_OFFSET_X 260
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#define SLG_BALANCE_OFFSET_Y SLG_DATE_OFFSET_Y
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#define SLG_BALANCE_OFFSET_X 260//SLG_SECTOR_OFFSET_X
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#define SLG_BALANCE_OFFSET_Y SLG_DATE_OFFSET_Y//SLG_NUM_MERCS_OFFSET_Y
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#define SLG_SAVE_GAME_DESC_X 318
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#define SLG_SAVE_GAME_DESC_Y SLG_DATE_OFFSET_Y
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#define SLG_SAVE_GAME_DESC_X 318//320//204
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#define SLG_SAVE_GAME_DESC_Y SLG_DATE_OFFSET_Y//SLG_DATE_OFFSET_Y + 7
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#define SLG_TITLE_POS_X iScreenWidthOffset
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#define SLG_TITLE_POS_Y iScreenHeightOffset
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@@ -211,6 +221,7 @@ void SelectedSaveRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason );
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MOUSE_REGION gSLSEntireScreenRegion;
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void SelectedSLSEntireRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
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//////////////////////////////////////////////////////
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//
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// Function Prototypes
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@@ -1324,12 +1335,12 @@ BOOLEAN DisplaySaveGameEntry( INT8 bEntryID )//, UINT16 usPosY )
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//make a string containing the extended options
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swprintf( zMouseHelpTextString, L"%20s %22s %22s %22s", zDifString,
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/*gzGIOScreenText[ GIO_TIMED_TURN_TITLE_TEXT + SaveGameHeader.sInitialGameOptions.fTurnTimeLimit + 1],*/
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SaveGameHeader.sInitialGameOptions.fIronManMode ? gzGIOScreenText[ GIO_IRON_MAN_TEXT ] : gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT ],
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//Madd
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//SaveGameHeader.sInitialGameOptions.fIronManMode ? gzGIOScreenText[ GIO_IRON_MAN_TEXT ] : gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT ],
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SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GOOD ? zSaveLoadText[ SLG_BR_GOOD_TEXT ] : (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GREAT ? zSaveLoadText[ SLG_BR_GREAT_TEXT ]: (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_EXCELLENT ? zSaveLoadText[ SLG_BR_EXCELLENT_TEXT ]: zSaveLoadText[ SLG_BR_AWESOME_TEXT ])),
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SaveGameHeader.sInitialGameOptions.fAirStrikes ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
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SaveGameHeader.sInitialGameOptions.fGunNut ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
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SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_SCIFI ? zSaveLoadText[ SLG_SCIFI ] : (SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_PLATINUM ? zSaveLoadText[ SLG_PLATINUM ]: zSaveLoadText[ SLG_REALISTIC ]) );
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