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https://github.com/1dot13/source.git
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Update to Master
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+12
-24
@@ -11,10 +11,8 @@
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#include "font.h"
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#include "screenids.h"
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#include "screens.h"
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#include "gameloop.h"
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#include "overhead.h"
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#include "sysutil.h"
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#include "input.h"
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#include "Event Pump.h"
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#include "Font Control.h"
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#include "Timer Control.h"
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@@ -44,18 +42,15 @@
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#include "PopUpBox.h"
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#include "Game Clock.h"
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#include "items.h"
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#include "vobject.h"
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#include "Cursor Control.h"
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#include "text.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "interface.h"
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#include "strategic pathing.h"
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#include "Map Screen Interface Bottom.h"
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#include "Map Screen Interface Border.h"
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#include "Map Screen Interface Map.h"
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#include "Map Screen Interface.h"
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#include "Strategic Pathing.h"
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#include "Assignments.h"
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#include "points.h"
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#include "Squads.h"
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@@ -114,7 +109,7 @@
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#include "connect.h" //hayden
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#include "InterfaceItemImages.h"
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#include "vobject.h"
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#include <language.hpp>
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#ifdef JA2UB
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#include "laptop.h"
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@@ -4795,9 +4790,6 @@ UINT32 MapScreenHandle(void)
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InitPreviousPaths();
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// HEADROCK HAM 3.6: Init coordinates for new variable-sized message window
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InitMapScreenInterfaceBottomCoords();
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// if arrival sector is invalid, reset to A9
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if ( ( gsMercArriveSectorX < 1 ) || ( gsMercArriveSectorY < 1 ) ||
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( gsMercArriveSectorX > 16 ) || ( gsMercArriveSectorY > 16 ) )
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@@ -9065,12 +9057,8 @@ void RenderMapHighlight( INT16 sMapX, INT16 sMapY, UINT16 usLineColor, BOOLEAN f
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// clip to view region
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ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
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if(gbPixelDepth==16)
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{
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// DB Need to add a radar color for 8-bit
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RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, usLineColor, pDestBuf );
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InvalidateRegion( sScreenX, sScreenY - 2, sScreenX + UI_MAP.GridSize.iX + 1 + 1, sScreenY + UI_MAP.GridSize.iY + 1 - 1 );
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}
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RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, usLineColor, pDestBuf );
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InvalidateRegion( sScreenX, sScreenY - 2, sScreenX + UI_MAP.GridSize.iX + 1 + 1, sScreenY + UI_MAP.GridSize.iY + 1 - 1 );
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RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
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UnLockVideoSurface( FRAME_BUFFER );
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@@ -9673,27 +9661,27 @@ void BltCharInvPanel()
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// print armor/weight/camo labels
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mprintf(UI_CHARINV.Text.ArmorLabel.iX, UI_CHARINV.Text.ArmorLabel.iY, pInvPanelTitleStrings[ 0 ] );
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#ifdef CHINESE
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if( g_lang == i18n::Lang::zh ) {
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mprintf(UI_CHARINV.Text.ArmorPercent.iX, UI_CHARINV.Text.ArmorPercent.iY, ChineseSpecString1 );
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#else
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} else {
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mprintf(UI_CHARINV.Text.ArmorPercent.iX, UI_CHARINV.Text.ArmorPercent.iY, L"%%" );
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#endif
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}
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mprintf(UI_CHARINV.Text.WeightLabel.iX, UI_CHARINV.Text.WeightLabel.iY, pInvPanelTitleStrings[ 1 ] );
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#ifdef CHINESE
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if( g_lang == i18n::Lang::zh ) {
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mprintf(UI_CHARINV.Text.WeightPercent.iX, UI_CHARINV.Text.WeightPercent.iY, ChineseSpecString1 );
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#else
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} else {
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mprintf(UI_CHARINV.Text.WeightPercent.iX, UI_CHARINV.Text.WeightPercent.iY, L"%%" );
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#endif
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}
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mprintf(UI_CHARINV.Text.CamoLabel.iX, UI_CHARINV.Text.CamoLabel.iY, pInvPanelTitleStrings[ 2 ] );
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#ifdef CHINESE
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if( g_lang == i18n::Lang::zh ) {
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mprintf(UI_CHARINV.Text.CamoPercent.iX, UI_CHARINV.Text.CamoPercent.iY, ChineseSpecString1 );
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#else
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} else {
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mprintf(UI_CHARINV.Text.CamoPercent.iX, UI_CHARINV.Text.CamoPercent.iY, L"%%" );
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#endif
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}
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const auto width = UI_CHARINV.Text.PercentWidth;
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const auto height = UI_CHARINV.Text.PercentHeight;
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