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Ctrl + D in turnbased - skip player interrupts for that turn (by Sevenfm)
- This only works for singleplayer - This only works for Old interrupt system git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6682 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7202,7 +7202,10 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
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{
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubLastRequesterSurgeryTargetID, sizeof(gTacticalStatus.ubLastRequesterSurgeryTargetID), sizeof(UINT8), numBytesRead);
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if ( guiCurrentSaveGameVersion >= IMPROVED_INTERRUPT_SYSTEM )
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{
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubInterruptPending, sizeof(gTacticalStatus.ubInterruptPending), sizeof(UINT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubDisablePlayerInterrupts, sizeof(gTacticalStatus.ubDisablePlayerInterrupts), sizeof(BOOLEAN), numBytesRead);
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}
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while( (numBytesRead%4) != 0 ) // This is to make sure the total read is of DWORD length
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numBytesRead = ReadFieldByField(hFile, &filler, sizeof(filler), sizeof(UINT8), numBytesRead);
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}
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@@ -7210,6 +7213,7 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
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{
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numBytesRead++; //&gTacticalStatus.ubLastRequesterSurgeryTargetID added with BUGFIX_NPC_DATA_FOR_BIG_MAPS
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numBytesRead++; //&gTacticalStatus.ubInterruptPending added with IMPROVED_INTERRUPT_SYSTEM
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numBytesRead++; //&gTacticalStatus.ubDisablePlayerInterrupts
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while( (numBytesRead%4) != 0 ) // This is to make sure the total read is of DWORD length
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numBytesRead++;
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}
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