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
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+13 -17
View File
@@ -222,7 +222,7 @@ void EnterTacticalScreen( )
guiTacticalLeaveScreen = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpositionsndsactive"));
SetPositionSndsActive( );
SetPositionSndsActive( );
// Set pending screen
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpendingnewscreen"));
@@ -243,23 +243,16 @@ void EnterTacticalScreen( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: guy not controllable, select next"));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
// ATE: If the current guy is sleeping, change....
if ( MercPtrs[ gusSelectedSoldier ] != NULL && MercPtrs[ gusSelectedSoldier ]->fMercAsleep )
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->fMercAsleep )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: guy asleep, select next"));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
}
else if ( MercPtrs[ gusSelectedSoldier ] == NULL && gfInAirRaid ) //Madd - added to prevent air raid crash
{
for ( int i = 0; i < 20; i++ )
{
RemoveCharacterFromSquads(MercPtrs[i]);
AddCharacterToAnySquad(MercPtrs[i]);
}
}
}
else
{
@@ -281,6 +274,8 @@ void EnterTacticalScreen( )
//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: Init Interface"));
// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
if( !gfTacticalPlacementGUIActive )
{
@@ -294,8 +289,8 @@ void EnterTacticalScreen( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
SetTacticalInterfaceFlags( 0 );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
// set default squad on sector entry
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:selectdefaultsquadonsectorentry"));
SetDefaultSquadOnSectorEntry( FALSE );
ExamineCurrentSquadLights( );
@@ -312,6 +307,7 @@ void EnterTacticalScreen( )
// Select current guy...
//gfGameScreenLocateToSoldier = TRUE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
// Locate if in meanwhile...
if ( AreInMeanwhile( ) )
{
@@ -323,14 +319,15 @@ void EnterTacticalScreen( )
InternalLocateGridNo( 4561, TRUE );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: clear messages"));
// Clear tactical message q
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:cleartacticalmessagequeue"));
ClearTacticalMessageQueue( );
// ATE: Enable messages again...
EnableScrollMessages( );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: done"));
}
void LeaveTacticalScreen( UINT32 uiNewScreen )
@@ -600,13 +597,12 @@ UINT32 MainGameScreenHandle(void)
HandleOverheadMap( );
return( GAME_SCREEN );
}
/*
if ( !ARE_IN_FADE_IN( ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: HandleAirRaid"));
HandleAirRaid( );
}
*/
if ( gfGameScreenLocateToSoldier )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));