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Update to Master
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+12
-13
@@ -6671,18 +6671,16 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
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{
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if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
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{ //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
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//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
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//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
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//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
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//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
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//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
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//don't change throughout this whole process which makes it necessary to do it this way.
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guiCurrentScreen = MAP_SCREEN;
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TrashWorld( );
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guiCurrentScreen = AUTORESOLVE_SCREEN;
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}
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//Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
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//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
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//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
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//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
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//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
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//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
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//don't change throughout this whole process which makes it necessary to do it this way.
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guiCurrentScreen = MAP_SCREEN;
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TrashWorld( );
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guiCurrentScreen = AUTORESOLVE_SCREEN;
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}
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else
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{
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@@ -7786,6 +7784,7 @@ void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( )
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void HandlePowerGenFanSoundModification( )
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{
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extern UINT32 POWERGENSECTOREXITGRID_SRC_GRIDNO;
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SetTileAnimCounter( TILE_ANIM__FAST_SPEED );
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switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
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@@ -7794,7 +7793,7 @@ void HandlePowerGenFanSoundModification( )
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HandleAddingPowerGenFanSound( );
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//MAKE SURE the fan does not have an exit grid
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RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO );
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RemoveExitGridFromWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO );
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break;
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case PGF__STOPPED:
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