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:
@@ -1508,7 +1508,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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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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if ( AreInMeanwhile( ) )
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@@ -407,7 +407,7 @@ void DoneFadeOutEndCinematic( void )
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// OK, end death UI - fade to smaker....
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void HandleDoneLastEndGameQuote( )
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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 queen
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#else
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EndQueenDeathEndgame( );
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@@ -421,7 +421,7 @@ EndQueenDeathEndgame( );
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void QueenBitchTimerCallback( void )
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{
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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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HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
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@@ -501,7 +501,9 @@ void HandleAddingTheEndGameEmails()
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// Determine the EMAIL to be sent out to the player
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//
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#ifdef JA113DEMO
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//no demo
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#else
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// email # 12a - Miguel dead, Manuel never recruited
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if( !fMiguelAlive && !fManuelHired )
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{
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@@ -542,6 +544,7 @@ void HandleAddingTheEndGameEmails()
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{
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Assert( 0 );
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}
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#endif
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}
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+1
-1
@@ -2993,7 +2993,7 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
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pFace->fAnimatingTalking = TRUE;
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pFace->fFinishTalking = 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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if ( !AreInMeanwhile( ) )
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@@ -4098,7 +4098,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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// This is not the end, 'cause momma creature is still alive
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TriggerNPCRecordImmediately( 136, 8 );
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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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EndQueenDeathEndgame( );
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@@ -4109,7 +4109,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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// Continue with endgame cimematic..
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DeleteTalkingMenu( );
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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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EndQueenDeathEndgameBeginEndCimenatic( );
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@@ -4121,7 +4121,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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// Just end queen killed dequence.......
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DeleteTalkingMenu( );
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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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EndQueenDeathEndgame( );
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@@ -476,7 +476,63 @@ void HandleHeliDrop( )
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{
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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}
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#ifdef JA113DEMO
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//if ( _KeyDown( ESC ) )
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//{
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// Loop through all mercs not yet placed
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for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
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{
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// Add merc to sector
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#ifdef JA2UB
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
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#else
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
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#endif
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// HEADROCK HAM 3.5: Externalized!
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
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// Check for merc arrives quotes...
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HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
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ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
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}
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// Remove heli
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DeleteAniTile( gpHeli );
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RebuildCurrentSquad( );
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// Remove sound
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if( uiSoundSample!=NO_SAMPLE )
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{
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SoundStop( uiSoundSample );
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}
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gfHandleHeli = FALSE;
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gfIgnoreScrolling = FALSE;
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gbNumHeliSeatsOccupied = 0;
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UnLockPauseState();
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UnPauseGame();
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// Select our first guy
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SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
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//guiCurrentEvent = LU_ENDUILOCK;
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//gCurrentUIMode = LOCKUI_MODE;
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guiPendingOverrideEvent = LU_ENDUILOCK;
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//UIHandleLUIEndLock( NULL );
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HandleFirstHeliDropOfGame( );
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return;
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//}
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#else
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if ( _KeyDown( ESC ) )
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{
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// Loop through all mercs not yet placed
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@@ -532,7 +588,7 @@ void HandleHeliDrop( )
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return;
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}
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#endif
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gfIgnoreScrolling = TRUE;
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uiClock = GetJA2Clock( );
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@@ -6231,7 +6231,7 @@ void SetEnemyPresence( )
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// If we are just starting game, don't do this!
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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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if ( !DidGameJustStart() )
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#else
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@@ -6760,7 +6760,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
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SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
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SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 no meanwhile
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#else
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HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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@@ -7018,7 +7018,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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SetFactTrue( FACT_FIRST_BATTLE_WON );
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SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
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SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 no meanwhile
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#else
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HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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@@ -8596,7 +8596,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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// Go into combat!
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// If we are in a meanwhile... don't enter combat here...
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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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@@ -1100,7 +1100,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
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if ( pSoldier->bActive )
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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 in exp
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#else
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// ATE: Make sure life of elliot is OK if from a meanwhile
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@@ -1254,7 +1254,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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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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//Ja25 No meanwhiles
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if ( fMartialArtist )
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#else
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@@ -3711,7 +3711,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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}
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// OK, if we are in a meanwhile and this is elliot...
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//ja25: No queen
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#else
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if ( AreInMeanwhile( ) )
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@@ -3735,7 +3735,7 @@ void CheckForAndHandleSoldierIncompacitated( SOLDIERTYPE *pSoldier )
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// If guy is now dead, play sound!
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if ( pSoldier->stats.bLife == 0 )
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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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if ( !AreInMeanwhile() )
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@@ -5538,7 +5538,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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}
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////////////////////////////////////////////////////////////////////////////
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sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION;
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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() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION )
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@@ -8845,7 +8845,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
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{
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return;
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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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// ATE: Don't getup if we are in a meanwhile
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@@ -9092,7 +9092,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
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// Turn off
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this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING );
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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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// CJC: make sure Elliot doesn't bleed to death!
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@@ -11373,7 +11373,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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}
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//Ja25 No meanwhiles
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE)
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#else
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if ( fMartialArtist && !AreInMeanwhile( ) && !Item[usItem].crowbar && this->ubBodyType == REGMALE ) // SANDRO - added check for body type
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@@ -707,7 +707,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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}
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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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//Ja25: no queen
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#else
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else if ( !gfInMeanwhile && gWorldSectorX == 3 && gWorldSectorY == 16 && !gbWorldSectorZ )
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@@ -252,6 +252,7 @@ BOOLEAN AddCharacterToSquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue )
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{
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return ( FALSE );
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}
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// remove them
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RemoveCharacterFromSquads( pCharacter );
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@@ -931,7 +931,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
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gfWasInMeanwhile = FALSE;
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return TRUE;
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}
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25v No meanwhiles
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#else
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else if( AreInMeanwhile() )
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@@ -1040,7 +1040,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
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EnableModifiedFileSetCache(cacheResetValue);
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25 no meanwhile
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#else
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if( fShouldBeInMeanwhile )
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@@ -1202,7 +1202,7 @@ BOOLEAN LoadCurrentSectorsInformationFromTempItemsFile()
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//
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// Load in the sectors ITems
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//
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#ifdef JA2UB
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#if (defined JA2UB || defined JA113NODEMO)
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//Ja25v no meanwhiles
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#else
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if( AreInMeanwhile() )
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@@ -713,7 +713,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
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// This code should put the game in turn-based and give control to the AI-controlled soldier
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// whose pointer has been passed in as an argument (we were in non-combat and the AI is doing
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// something visible, i.e. making an attack)
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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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@@ -1558,7 +1558,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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HandleShortCutExitState( );
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//*puiNewEvent = I_EXIT;
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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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if ((InputEvent.usEvent == KEY_UP )&& ( InputEvent.usParam == ESC) )
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@@ -3507,7 +3507,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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}
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}
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// WDS 07/19/2008 - Random number use fix
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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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if ( iDiceRoll < iHitChance )
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#else
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@@ -3358,7 +3358,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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UINT8 ubNumEnemies = 0;
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UINT8 ubNumAllies = 0;
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UINT32 cnt;
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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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@@ -6599,7 +6599,7 @@ void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGri
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// if the quote was faint, say something
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if (ubVolumeIndex == 0)
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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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if ( !AreInMeanwhile( ) && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV) && pSoldier->ubTurnsUntilCanSayHeardNoise == 0)
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Reference in New Issue
Block a user