- bugfix: After loading a savegame the I.M.P. emails always name "Barry Unger". The problem was, that the I.M.P mail changes were not saved.

ATTENTION: YOU HAVE TO START A NEW GAME, BECAUSE THE SAVEGAME-STRUCTURE CHANGED. IT IS NOT POSSIBLE TO LOAD AN OLDER SAVEGAME (AN ERROR WILL OCCUR)!!!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@560 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-09-26 13:02:10 +00:00
parent 0aa610ac40
commit 8dc317c136
8 changed files with 20 additions and 11 deletions
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+1 -1
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@@ -43,7 +43,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.502_2006_09_01.exe" OutputFile="C:\Games\Jagged Alliance 2 DE\ja2_debug_v1.13.502_2006_09_01.exe"
LinkIncremental="2" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+2 -2
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@@ -3,8 +3,8 @@
//ONLY ONE OF THESE CAN BE DEFINED AT A TIME! //ONLY ONE OF THESE CAN BE DEFINED AT A TIME!
#define ENGLISH //#define ENGLISH
//#define GERMAN #define GERMAN
//#define RUSSIAN //#define RUSSIAN
//#define DUTCH //#define DUTCH
//#define POLISH //#define POLISH
+5
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@@ -193,6 +193,11 @@ typedef struct
BOOLEAN fRead; BOOLEAN fRead;
BOOLEAN fNew; BOOLEAN fNew;
// WANNE: A reference to the IMP position in the gMercProfiles array.
// So we know which analyse email belongs to the imp
INT32 iCurrentIMPPosition;
} SavedEmailStruct; } SavedEmailStruct;
+4 -1
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@@ -3565,6 +3565,8 @@ BOOLEAN SaveEmailToSavedGame( HWFILE hFile )
SavedEmail.iFourthData = pEmail->iFourthData; SavedEmail.iFourthData = pEmail->iFourthData;
SavedEmail.uiFifthData = pEmail->uiFifthData; SavedEmail.uiFifthData = pEmail->uiFifthData;
SavedEmail.uiSixData = pEmail->uiSixData; SavedEmail.uiSixData = pEmail->uiSixData;
// WANNE NEW
SavedEmail.iCurrentIMPPosition = pEmail->iCurrentIMPPosition;
// write the email header to the saved game file // write the email header to the saved game file
@@ -3666,7 +3668,8 @@ BOOLEAN LoadEmailFromSavedGame( HWFILE hFile )
pTempEmail->iFourthData = SavedEmail.iFourthData; pTempEmail->iFourthData = SavedEmail.iFourthData;
pTempEmail->uiFifthData = SavedEmail.uiFifthData; pTempEmail->uiFifthData = SavedEmail.uiFifthData;
pTempEmail->uiSixData = SavedEmail.uiSixData; pTempEmail->uiSixData = SavedEmail.uiSixData;
// WANNE NEW
pTempEmail->iCurrentIMPPosition = SavedEmail.iCurrentIMPPosition;
//add the current email in //add the current email in
pEmail->Next = pTempEmail; pEmail->Next = pTempEmail;
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@@ -3591,6 +3591,7 @@ UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if ( usAnimSurface != INVALID_ANIMATION_SURFACE ) if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
{ {
// WANNE NEW 2
// Ensure that it's loaded! // Ensure that it's loaded!
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL ) if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{ {
+3 -3
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@@ -181,12 +181,12 @@ UINT16 WeaponType[MAXITEMS][30] =
{ {
L"Other", L"Other",
L"Pistol", L"Pistol",
L"Machine pistol", L"MP",
L"Submachine gun", L"SMG",
L"Rifle", L"Rifle",
L"Sniper rifle", L"Sniper rifle",
L"Assault rifle", L"Assault rifle",
L"Light machine gun", L"LMG",
L"Shotgun", L"Shotgun",
}; };
+4 -4
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@@ -174,12 +174,12 @@ UINT16 WeaponType[][30] =
{ {
L"Andere", L"Andere",
L"Pistole", L"Pistole",
L"Maschinenpistole", L"MP",
L"Schwere MP", L"Schwere MP",
L"Gewehr", L"Gewehr",
L"Scharfschützengewehr", L"SSG",
L"Sturmgewehr", L"SG",
L"Leichtes MP", L"LMG",
L"Schrotflinte", L"Schrotflinte",
}; };