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Fix: if no squad name is provided in xml, fall back on hardcoded name
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8867 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5553,21 +5553,21 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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if (gGameOptions.fNewTraitSystem) // SANDRO - old/new traits check
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{
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UINT8 ubTempSkillArray[30];
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INT8 bNumSkillTraits = 0;
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int bNumSkillTraits = 0;
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ++ubCnt )
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{
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if ( ProfileHasSkillTrait( pSoldier->ubProfile, ubCnt ) == 2 )
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{
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ubTempSkillArray[bNumSkillTraits] = (ubCnt + NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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bNumSkillTraits++;
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++bNumSkillTraits;
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}
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else if ( ProfileHasSkillTrait( pSoldier->ubProfile, ubCnt ) == 1 )
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{
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ubTempSkillArray[bNumSkillTraits] = ubCnt;
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bNumSkillTraits++;
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++bNumSkillTraits;
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}
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}
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@@ -5578,7 +5578,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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for ( int ubCnt = 0; ubCnt < bNumSkillTraits; ++ubCnt )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( pStr, sTemp );
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@@ -7157,8 +7157,8 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
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if ( pNewSoldier->bAssignment != iCurrentSquad )
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{
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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_STRING], SquadNames[pNewSoldier->bAssignment].squadname );
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if ( gGameExternalOptions.fUseXMLSquadNames && pNewSoldier->bAssignment < min(ON_DUTY, gSquadNameVector.size()) )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[MSG_SQUAD_ACTIVE_STRING], gSquadNameVector[pNewSoldier->bAssignment].c_str() );
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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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