mirror of
https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
- New Feature: Now it is possible to compile a JA2 1.13 Demo executable with the actual 1.13 source code (by Jazz)
o This JA2 demo executable is as close as possible to the original JA2 demo, but with the 1.13 features! --> No laptop, disabled strategy actions, auto merc hired, only P1 maps, ... o To build the 1.13 executable, just enable the "JA113DEMO" define in builddefines.h o The 1.13 demo executable will read from ja2_Demo.ini instead of ja2.ini o You also need the "Data-JA2Demo" folder from the official 1.13 SVN GameDir: https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir o Once you start the game with the demo executable, you will notice the "START DEMO" instead of "START NEW GAME" in the main menu o Multiplayer is disabled in the demo executable - There is another new define called "JA113NODEMO" (by Jazz) o See builddefines.h o If this define is enabled, a special version of 1.13 is build -> Disable all meanwhiles, emails, blocked quest with queen, alien queen git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5287 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1991,7 +1991,7 @@ void RenderAutoResolve()
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SetFactTrue( FACT_FIRST_BATTLE_WON );
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}
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SetTheFirstBattleSector( ( INT16 ) (gpAR->ubSectorX + gpAR->ubSectorY * MAP_WORLD_X ) );
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25: no loyalty
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#else
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HandleFirstBattleEndingWhileInTown( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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@@ -642,7 +642,7 @@ void InitNewCampaign()
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//InitKnowFacilitiesFlags( );
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BuildUndergroundSectorInfoList();
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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// no UB
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#else
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if (!is_networked)
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@@ -298,7 +298,7 @@ void InitCreatureQuest()
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fPlayMeanwhile = TRUE;
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#endif
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 No meanwhiles && no creatures
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#else
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if( fPlayMeanwhile && !gfCreatureMeanwhileScenePlayed )
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@@ -1561,7 +1561,7 @@ BOOLEAN LoadCreatureDirectives( HWFILE hFile, UINT32 uiSavedGameVersion )
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if( gfClearCreatureQuest && giLairID != -1 )
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{
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giLairID = 0;
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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// no UB
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#else
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gfCreatureMeanwhileScenePlayed = FALSE;
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@@ -221,7 +221,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// WANNE: This fixes the bug, that Speck did not sent the email on Day 3, when MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE!
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if ( gGameExternalOptions.fMercDayOne == FALSE /* && gGameExternalOptions.fAllMercsAvailable == FALSE */ )
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{
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//No JA25 UB
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#else
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AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
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@@ -361,7 +361,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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// BeginAirRaid( );
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// break;
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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// Ja25 No meanwhiles
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#else
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case EVENT_MEANWHILE:
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+50
-2
@@ -85,6 +85,12 @@
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#include "Luaglobal.h"
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#include "SaveLoadScreen.h"
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#ifdef JA113DEMO
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#include "Merc Contract.h"
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#include "Soldier Add.h"
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#include "Map Screen Interface Bottom.h"
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#endif
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#include "PostalService.h"
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extern CPostalService gPostalService;
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@@ -553,7 +559,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
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AutoSaveToSlot[4] = FALSE;
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 no meanwhiles
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#else
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// reset meanwhile flags
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@@ -709,7 +715,7 @@ fFirstTimeInMapScreen = TRUE;
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InitCustomStrategicLayer ( );
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#endif
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#else
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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#else
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INT32 iStartingCash;
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@@ -779,8 +785,30 @@ fFirstTimeInMapScreen = TRUE;
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}
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else
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{
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#ifdef JA113DEMO
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//QuickSetupOfMercProfileItems( 0,4 ); //Vicki
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//QuickGameMemberHireMerc( 4 );
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//QuickSetupOfMercProfileItems( 0,7 ); // Ivan
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//QuickGameMemberHireMerc( 7 );
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//QuickSetupOfMercProfileItems( 0,10 ); // Shadow
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//QuickGameMemberHireMerc( 10 );
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//QuickSetupOfMercProfileItems( 0,33 ); //
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//QuickGameMemberHireMerc( 33 );
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//QuickSetupOfMercProfileItems( 0,42 ); //
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//QuickGameMemberHireMerc( 42 );
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SetLaptopExitScreen( MAP_SCREEN );
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SetPendingNewScreen( MAP_SCREEN );
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#else
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SetLaptopExitScreen( INIT_SCREEN );
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SetPendingNewScreen(LAPTOP_SCREEN);
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#endif
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}
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gubScreenCount = 1;
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@@ -803,6 +831,10 @@ fFirstTimeInMapScreen = TRUE;
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//Set the fact the game is in progress
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gTacticalStatus.fHasAGameBeenStarted = TRUE;
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#ifdef JA113DEMO
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RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
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#endif
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return( TRUE );
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}
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@@ -1012,6 +1044,10 @@ void QuickSetupOfMercProfileItems( UINT32 uiCount, UINT8 ubProfileIndex )
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BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
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{
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MERC_HIRE_STRUCT HireMercStruct;
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#ifdef JA113DEMO
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INT16 sSoldierID=0;
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#endif
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memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
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@@ -1024,7 +1060,11 @@ BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
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HireMercStruct.fCopyProfileItemsOver = TRUE;
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HireMercStruct.ubInsertionCode = INSERTION_CODE_CHOPPER;
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#ifdef JA113DEMO
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HireMercStruct.iTotalContractLength = 61;
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#else
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HireMercStruct.iTotalContractLength = 7;
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#endif
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//specify when the merc should arrive
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HireMercStruct.uiTimeTillMercArrives = 0;
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@@ -1034,6 +1074,14 @@ BOOLEAN QuickGameMemberHireMerc( UINT8 ubCurrentSoldier )
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{
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return(FALSE);
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}
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#ifdef JA113DEMO
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sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
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if( sSoldierID == -1 )
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return( FALSE );
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Menptr[ sSoldierID ].bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
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#endif
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//add an entry in the finacial page for the hiring of the merc
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AddTransactionToPlayersBook(HIRED_MERC, ubCurrentSoldier, GetWorldTotalMin(), -(INT32) gMercProfiles[ubCurrentSoldier].uiWeeklySalary );
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@@ -37,7 +37,7 @@ void HourlyLarryUpdate( void );
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extern INT32 GetCurrentBalance( void );
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extern void PayOffSkyriderDebtIfAny( );
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//no UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave();
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@@ -95,7 +95,7 @@ CHAR16 zString[128];
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HourlyQuestUpdate();
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HourlyLarryUpdate();
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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// no UB
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#else
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HourlyCheckIfSlayAloneSoHeCanLeave();
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@@ -440,7 +440,7 @@ void HourlyLarryUpdate( void )
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}
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}
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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// no JA25 UB
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#else
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void HourlyCheckIfSlayAloneSoHeCanLeave()
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@@ -75,6 +75,8 @@ extern BOOLEAN gfDoneWithSplashScreen;
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extern UINT32 iStringToUseLua;
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extern INT8 Test;
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static int l_HireMerc (lua_State *L);
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//Briefing room
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static int l_SetEndMission(lua_State *L);
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static int l_SetStartMission(lua_State *L);
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@@ -804,6 +806,8 @@ void IniGlobal_1(lua_State *L)
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void IniFunction(lua_State *L)
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{
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lua_register(L, "HireMerc", l_HireMerc);
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//Briefing room
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lua_register(L, "SetEndMission", l_SetEndMission);
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lua_register(L, "SetStartMission", l_SetStartMission);
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@@ -11785,6 +11789,73 @@ static int l_VisibleTown (lua_State *L)
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//---------------
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static int l_HireMerc (lua_State *L)
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{
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MERC_HIRE_STRUCT HireMercStruct;
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INT16 sSoldierID=0;
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INT16 iTotalContract = 7;
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UINT32 iTimeTillMercArrives = 0;
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UINT8 n = lua_gettop(L);
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int i = 0;
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UINT8 ubCurrentSoldier = 0;
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for (i= 1; i<=n; i++ )
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{
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if (i == 1 ) ubCurrentSoldier = lua_tointeger(L,i);
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if (i == 2 ) iTotalContract = lua_tointeger(L,i);
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if (i == 3 ) iTimeTillMercArrives = lua_tointeger(L,i);
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}
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if ( ubCurrentSoldier <= NUM_PROFILES && ubCurrentSoldier != -1 )
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{
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memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
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//HireMercStruct.bMercStatus = MERC_OK;
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HireMercStruct.ubProfileID = ubCurrentSoldier;
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HireMercStruct.sSectorX = gsMercArriveSectorX;
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HireMercStruct.sSectorY = gsMercArriveSectorY;
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HireMercStruct.fUseLandingZoneForArrival = TRUE;
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HireMercStruct.fCopyProfileItemsOver = TRUE;
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HireMercStruct.ubInsertionCode = INSERTION_CODE_CHOPPER;
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HireMercStruct.iTotalContractLength = iTotalContract;
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//specify when the merc should arrive
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HireMercStruct.uiTimeTillMercArrives = iTimeTillMercArrives;
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//if we succesfully hired the merc
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if( !HireMerc( &HireMercStruct ) )
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{
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sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
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if( sSoldierID > -1 )
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Menptr[ sSoldierID ].bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
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gMercProfiles[ubCurrentSoldier].bMercStatus = MERC_OK;
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//add an entry in the finacial page for the hiring of the merc
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AddTransactionToPlayersBook(HIRED_MERC, ubCurrentSoldier, GetWorldTotalMin(), -(INT32) gMercProfiles[ubCurrentSoldier].uiWeeklySalary );
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if( gMercProfiles[ ubCurrentSoldier ].bMedicalDeposit )
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{
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//add an entry in the finacial page for the medical deposit
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AddTransactionToPlayersBook(MEDICAL_DEPOSIT, ubCurrentSoldier, GetWorldTotalMin(), -(gMercProfiles[ubCurrentSoldier].sMedicalDepositAmount) );
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}
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//add an entry in the history page for the hiring of the merc
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AddHistoryToPlayersLog( HISTORY_HIRED_MERC_FROM_AIM, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
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}
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}
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return 0;
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}
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static int lh_getBooleanFromTable(lua_State *L, const char * fieldname)
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{
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lua_getfield(L, -1, fieldname);
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@@ -678,7 +678,7 @@ void LandHelicopter( void )
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}
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else
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{
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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Assert( 0 );
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//No meanwhiles
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#else
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@@ -545,6 +545,18 @@ BOOLEAN CreateButtonsForMapBorder( void )
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}
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#endif
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#ifdef JA113DEMO
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DisableButton( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_MINE_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_TEAMS_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_MILITIA_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_AIRSPACE_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_ITEM_BTN ]);
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DisableButton( giMapBorderButtons[ MAP_BORDER_MOBILE_BTN ]);
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fShowTownFlag = FALSE;
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#endif
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InitializeMapBorderButtonStates( );
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return( TRUE );
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@@ -380,6 +380,11 @@ void RenderMapScreenInterfaceBottom( BOOLEAN fForceMapscreenFullRender )
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EnableDisableBottomButtonsAndRegions( );
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fMapBottomDirtied = FALSE;
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#ifdef JA113DEMO
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DisableButton (guiMapBottomExitButtons[MAP_EXIT_TO_LAPTOP]);
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#endif
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return;
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}
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@@ -1321,7 +1326,7 @@ BOOLEAN AllowedToTimeCompress( void )
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return( FALSE );
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}
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 no meanwhiles
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#else
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// meanwhile coming up
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@@ -1800,7 +1805,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
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return( FALSE );
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}
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 No meanwhiles
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#else
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// meanwhile coming up
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@@ -5614,12 +5614,11 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void )
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FadeInGameScreen( );
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SetUpShutDownMapScreenHelpTextScreenMask( );
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//no ja25 UB
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#else
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// Add e-mail message
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AddEmail(ENRICO_CONGRATS,ENRICO_CONGRATS_LENGTH,MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
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#endif
|
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return( TRUE );
|
||||
|
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@@ -180,7 +180,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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INT8 bTownId = 0;
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UINT8 ubSectorID;
|
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|
||||
#ifdef JA2UB
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||||
#if (defined JA2UB || defined JA113NODEMO)
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//Ja25: No meanwhiles
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||||
#else
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||||
if( AreInMeanwhile( ) )
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@@ -267,7 +267,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
{
|
||||
HandleMoraleEvent( NULL, MORALE_TOWN_LIBERATED, sMapX, sMapY, bMapZ );
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
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||||
//Ja25: no loyalty
|
||||
#else
|
||||
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_TOWN_SECTOR, sMapX, sMapY, bMapZ );
|
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@@ -284,7 +284,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
if ( GetTotalLeftInMine( GetMineIndexForSector( sMapX, sMapY ) ) > 0)
|
||||
{
|
||||
HandleMoraleEvent( NULL, MORALE_MINE_LIBERATED, sMapX, sMapY, bMapZ );
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
// Ja25: no loyalty
|
||||
#else
|
||||
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_MINE, sMapX, sMapY, bMapZ );
|
||||
@@ -306,7 +306,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
}
|
||||
|
||||
HandleMoraleEvent( NULL, MORALE_SAM_SITE_LIBERATED, sMapX, sMapY, bMapZ );
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
// Ja25: no loyalty
|
||||
#else
|
||||
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ );
|
||||
@@ -343,7 +343,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
|
||||
if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
|
||||
{
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhiles
|
||||
#else
|
||||
HandleOutskirtsOfMedunaMeanwhileScene();
|
||||
|
||||
@@ -1982,7 +1982,7 @@ void BeginCaptureSquence( )
|
||||
|
||||
void EndCaptureSequence( )
|
||||
{
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
// no UB
|
||||
#else
|
||||
|
||||
|
||||
@@ -816,7 +816,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
|
||||
break;
|
||||
|
||||
case NPC_ACTION_SEND_ENRICO_MIGUEL_EMAIL:
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
// no UB
|
||||
#else
|
||||
AddEmail( ENRICO_MIGUEL, ENRICO_MIGUEL_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
|
||||
|
||||
@@ -1715,7 +1715,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
|
||||
if( fExceptionQueue || fCheckForBattle && gTacticalStatus.fEnemyInSector &&
|
||||
FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, TRUE ) &&
|
||||
(pGroup->ubNextX != gWorldSectorX || pGroup->ubNextY != gWorldSectorY || gbWorldSectorZ > 0 ) ||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25: NO meanwhiles
|
||||
#else
|
||||
AreInMeanwhile() ||
|
||||
@@ -1729,7 +1729,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
|
||||
//QUEUE BATTLE!
|
||||
//Delay arrival by a random value ranging from 3-5 minutes, so it doesn't get the player
|
||||
//too suspicious after it happens to him a few times, which, by the way, is a rare occurrence.
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
/*Ja25: No meanwhiles*/
|
||||
#else
|
||||
if( AreInMeanwhile() )
|
||||
|
||||
@@ -208,7 +208,7 @@ void HandleEnricoEmail(void)
|
||||
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
|
||||
UINT8 ubHighestProgress = HighestPlayerProgressPercentage();
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//JA25 UB
|
||||
#else
|
||||
// if creatures have attacked a mine (doesn't care if they're still there or not at the moment)
|
||||
|
||||
@@ -1840,7 +1840,7 @@ void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSec
|
||||
// set fact is has been lib'ed and set history event
|
||||
AddHistoryToPlayersLog( HISTORY_LIBERATED_TOWN, bTownId, GetWorldTotalMin(), sSectorX, sSectorY );
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25: No meanhwiles
|
||||
#else
|
||||
HandleMeanWhileEventPostingForTownLiberation( bTownId );
|
||||
@@ -1875,7 +1875,7 @@ void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY
|
||||
if ( MilitiaTrainingAllowedInSector( sSectorX, sSectorY, 0 ) && IsTownUnderCompleteControlByEnemy(bTownId) )
|
||||
{
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhile
|
||||
#else
|
||||
// the whole town is under enemy control, check if we libed this town before
|
||||
|
||||
@@ -5790,7 +5790,7 @@ UINT32 MapScreenHandle(void)
|
||||
RenderKeyRingPopup( FALSE );
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
/* UB */
|
||||
#else
|
||||
CheckForMeanwhileOKStart( );
|
||||
|
||||
@@ -1483,7 +1483,7 @@ void BeginLoadScreen( void )
|
||||
|
||||
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
|
||||
#else
|
||||
//Ja25: No meanwhiles
|
||||
@@ -1903,7 +1903,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
/* Ja25: No meanwhiles */
|
||||
#else
|
||||
// If we are in a meanwhile...
|
||||
@@ -2386,7 +2386,7 @@ void PrepareLoadedSector()
|
||||
BOOLEAN fEnemyPresenceInThisSector = FALSE;
|
||||
BOOLEAN fAddCivs = TRUE;
|
||||
INT8 bMineIndex = -1;
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhiles
|
||||
#else
|
||||
if( AreInMeanwhile( ) == FALSE )
|
||||
@@ -2415,7 +2415,7 @@ void PrepareLoadedSector()
|
||||
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
|
||||
{
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhiles
|
||||
#else
|
||||
if ( !AreReloadingFromMeanwhile( ) )
|
||||
@@ -2540,7 +2540,7 @@ void PrepareLoadedSector()
|
||||
{
|
||||
AddProfilesNotUsingProfileInsertionData();
|
||||
}
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhiles
|
||||
#else
|
||||
if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
|
||||
@@ -2918,7 +2918,7 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
|
||||
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
#if (defined JA2UB || defined JA113NODEMO)
|
||||
//Ja25 No meanwhiles
|
||||
#else
|
||||
if( AreInMeanwhile() == FALSE )
|
||||
|
||||
Reference in New Issue
Block a user