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added squadnames to a few locations
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5879 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -10621,7 +10621,10 @@ void CreateAssignmentsBox( void )
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if( ( uiCounter == ASSIGN_MENU_ON_DUTY ) && ( pSoldier != NULL ) && ( pSoldier->bAssignment < ON_DUTY ) )
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if( ( uiCounter == ASSIGN_MENU_ON_DUTY ) && ( pSoldier != NULL ) && ( pSoldier->bAssignment < ON_DUTY ) )
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{
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{
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// show his squad # in brackets
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// show his squad # in brackets
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swprintf( sString, L"%s(%d)", pAssignMenuStrings[uiCounter], pSoldier->bAssignment + 1 );
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if ( gGameExternalOptions.fUseXMLSquadNames )
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swprintf( sString, L"%s(%s)", pAssignMenuStrings[uiCounter], SquadNames[ pSoldier->bAssignment ].squadname );
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else
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swprintf( sString, L"%s(%d)", pAssignMenuStrings[uiCounter], pSoldier->bAssignment + 1 );
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}
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}
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else
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else
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{
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{
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@@ -5269,7 +5269,11 @@ BOOLEAN HandlePlayerGroupEnteringSectorToCheckForNPCsOfNote( GROUP *pGroup )
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// build string for squad
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// build string for squad
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GetSectorIDString( sSectorX, sSectorY, bSectorZ, wSectorName, FALSE );
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GetSectorIDString( sSectorX, sSectorY, bSectorZ, wSectorName, FALSE );
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swprintf( sString, pLandMarkInSectorString[ 0 ], pGroup->pPlayerList->pSoldier->bAssignment + 1, wSectorName );
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if ( gGameExternalOptions.fUseXMLSquadNames && pGroup->pPlayerList->pSoldier->bAssignment < ON_DUTY )
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swprintf( sString, pLandMarkInSectorString[ 0 ], SquadNames[ pGroup->pPlayerList->pSoldier->bAssignment ].squadname, wSectorName );
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else
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swprintf( sString, pLandMarkInSectorString[ 0 ], pGroup->pPlayerList->pSoldier->bAssignment + 1, wSectorName );
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if ( GroupAtFinalDestination( pGroup ) )
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if ( GroupAtFinalDestination( pGroup ) )
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{
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{
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@@ -60,6 +60,7 @@
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#include "Queen Command.h"
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#include "Queen Command.h"
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// HEADROCK HAM 4: Included for new CTH indicator
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// HEADROCK HAM 4: Included for new CTH indicator
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#include "weapons.h"
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#include "weapons.h"
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#include "Map Screen Interface.h" // added by Flugente for SquadNames
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#endif
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#endif
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@@ -1884,7 +1885,11 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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}
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}
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else if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bAssignment < ON_DUTY && pSoldier->bAssignment != CurrentSquad() && !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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else if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bAssignment < ON_DUTY && pSoldier->bAssignment != CurrentSquad() && !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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{
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{
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swprintf( NameStr, gzLateLocalizedString[ 34 ], ( pSoldier->bAssignment + 1 ) );
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if ( gGameExternalOptions.fUseXMLSquadNames )
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swprintf( NameStr, SquadNames[ pSoldier->bAssignment ].squadname );
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else
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swprintf( NameStr, gzLateLocalizedString[ 34 ], ( pSoldier->bAssignment + 1 ) );
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FindFontCenterCoordinates( sXPos, (INT16)(sYPos ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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FindFontCenterCoordinates( sXPos, (INT16)(sYPos ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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gprintfdirty( sX, sY, NameStr );
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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@@ -2091,8 +2091,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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{
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HandleLocateSelectMerc( pNewSoldier->ubID, LOCATEANDSELECT_MERC );
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HandleLocateSelectMerc( pNewSoldier->ubID, LOCATEANDSELECT_MERC );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( CurrentSquad( ) + 1 ) );
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if ( gGameExternalOptions.fUseXMLSquadNames && pNewSoldier->bAssignment < ON_DUTY )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( pNewSoldier->bAssignment + 1 ) );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], SquadNames[ pNewSoldier->bAssignment ].squadname );
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else
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( CurrentSquad( ) + 1 ) );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( pNewSoldier->bAssignment + 1 ) );
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// Center to guy....
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// Center to guy....
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LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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