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- Shortened some German option-texts in the preference screen
- Centered the "Topware" splash-screen in the German version git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@322 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.315" };
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INT16 zVersionLabel[256] = { L"Release v1.13.321" };
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#endif
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INT8 czVersionNumber[16] = { "Build 06.06.30" };
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INT8 czVersionNumber[16] = { "Build 06.07.02" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+2
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@@ -23,7 +23,7 @@ void InitJA2SplashScreen()
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sprintf( VSurfaceDesc.ImageFile, "LOADSCREENS\\Notification.sti" );
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if( !AddVideoSurface( &VSurfaceDesc, &uiLogoID ) )
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{
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AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
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//AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
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return;
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}
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GetVideoSurface(&hVSurface, uiLogoID );
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@@ -59,7 +59,7 @@ void InitJA2SplashScreen()
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}
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GetVideoSurface( &hVSurface, uiLogoID );
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BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
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BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, iScreenWidthOffset, iScreenHeightOffset, 0, NULL );
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DeleteVideoSurfaceFromIndex( uiLogoID );
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}
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#endif
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+2
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.316_2006_06_30.exe"
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OutputFile="C:\games\Jagged Alliance 2 DE\ja2_debug_v1.13.321_2006_07_02.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.316_2006_06_30.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.321_2006_07_02.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -3947,6 +3947,9 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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SECTORINFO *pSector;
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UINT8 ubSectorID;
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UINT8 ubNumSoldiers;
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UINT8 ubSourceSectorID;
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UINT8 ubTargetSectorID;
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switch( usActionCode )
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{
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case STRATEGIC_AI_ACTION_WAKE_QUEEN:
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@@ -4016,8 +4019,8 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if ( !gGameExternalOptions.gfSendTroopsToDrassen )
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break;
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UINT8 ubSourceSectorID = SEC_H13;
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UINT8 ubTargetSectorID = SEC_D13;
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ubSourceSectorID = SEC_H13;
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ubTargetSectorID = SEC_D13;
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if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
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{
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@@ -3417,7 +3417,7 @@ STR16 zOptionsToggleText[] =
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L"Enemies Drop all Items",
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L"High angle Grenade launching",
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L"Restrict extra Aim Levels",
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L"Space selects next Squad",
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L"Select next Squad",
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L"Show Item Shadow",
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L"Show Weapon Ranges in Tiles",
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};
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@@ -3219,11 +3219,11 @@ STR16 zOptionsToggleText[] =
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L"Drahtgitter zeigen",
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L"3D Cursor zeigen",
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L"Trefferchance anzeigen",
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L"GL Burst verwendet Burst Cursor",
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L"GL Burst mit Burst Cursor",
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L"Gegner lassen alles fallen",
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L"Granatwerfer feuern in hohem Winkel",
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L"Extra Zielgenauigkeit bei Gewehren",
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L"Space selektiert die nächste Gruppe",
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L"Granatwerferflugbahn erhöhen",
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L"Extra Zielgenauigkeit",
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L"Nächste Gruppe selektieren",
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L"Gegenständen mit Schatten",
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L"Waffenreichweite in Felder",
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};
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@@ -3406,7 +3406,7 @@ STR16 zOptionsToggleText[] =
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L"Enemies Drop all Items",
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L"High angle Grenade launching",
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L"Restrict extra Aim Levels",
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L"Space selects next Squad",
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L"Select next Squad",
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L"Show Item Shadow",
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L"Show Weapon Ranges in Tiles",
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};
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+7
-7
@@ -972,18 +972,18 @@ void DisplayTopwareGermanyAddress()
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}
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//Shade out a background piece to emphasize the German address.
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ClipRect.iLeft = 208;
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ClipRect.iRight = 431;
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ClipRect.iTop = 390;
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ClipRect.iBottom = 475;
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ClipRect.iLeft = iScreenWidthOffset + 208;
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ClipRect.iRight = iScreenWidthOffset + 431;
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ClipRect.iTop = iScreenHeightOffset + 390;
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ClipRect.iBottom = iScreenHeightOffset + 475;
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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Blt16BPPBufferShadowRect( (UINT16*)pDestBuf, uiDestPitchBYTES, &ClipRect );
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UnLockVideoSurface( FRAME_BUFFER );
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//Draw the anti-aliased address now.
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BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, 218, 400, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, 218, 400, VO_BLT_SRCTRANSPARENCY, NULL );
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InvalidateRegion( 208, 390, 431, 475 );
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BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, iScreenWidthOffset + 218, iScreenHeightOffset + 400, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( FRAME_BUFFER, uiTempID, 0, iScreenWidthOffset + 218, iScreenHeightOffset + 400, VO_BLT_SRCTRANSPARENCY, NULL );
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InvalidateRegion( iScreenWidthOffset + 208, iScreenHeightOffset + 390, iScreenWidthOffset + 431, iScreenHeightOffset + 475 );
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DeleteVideoObjectFromIndex( uiTempID );
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ExecuteBaseDirtyRectQueue();
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EndFrameBufferRender();
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