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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+151
-3
@@ -52,6 +52,17 @@
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#include "connect.h"
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "interface Dialogue.h"
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#include "Arms Dealer Init.h"
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#endif
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#include <vector>
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//The sector information required for the strategic AI. Contains the number of enemy troops,
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@@ -75,6 +86,13 @@ extern BOOLEAN gfOverrideSector;
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INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
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#ifdef JA2UB
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INT32 gsGridNoForMapEdgePointInfo=-1;
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#endif
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#ifdef JA2UB
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void HandleBloodCatDeaths( SECTORINFO *pSector );
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#endif
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extern void Ensure_RepairedGarrisonGroup( GARRISON_GROUP **ppGarrison, INT32 *pGarraySize );
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@@ -883,6 +901,37 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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switch( pSoldier->ubProfile )
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{
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#ifdef JA2UB
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case 75://MORRIS:
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if( !pSoldier->bSectorZ )
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{
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pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
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if( pSector->ubNumElites )
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{
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pSector->ubNumElites--;
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}
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if( pSector->ubElitesInBattle )
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{
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pSector->ubElitesInBattle--;
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}
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}
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else
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{
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UNDERGROUND_SECTORINFO *pUnderground;
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pUnderground = FindUnderGroundSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, (UINT8)pSoldier->bSectorZ );
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Assert( pUnderground );
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if( pUnderground->ubNumElites )
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{
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pUnderground->ubNumElites--;
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}
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if( pUnderground->ubElitesInBattle )
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{
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pUnderground->ubElitesInBattle--;
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}
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}
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break;
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#endif
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case MIKE:
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case IGGY:
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if( pSoldier->ubProfile == IGGY && !gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] )
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@@ -1154,6 +1203,11 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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{
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pSector->bBloodCats--;
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}
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#ifdef JA2UB
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//JA25 UB
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//handle anything important when bloodcats die
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HandleBloodCatDeaths( pSector );
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#endif
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}
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break;
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@@ -1303,6 +1357,10 @@ void AddPossiblePendingEnemiesToBattle()
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if(!(gWorldSectorX > 0 && gWorldSectorY > 0 && gbWorldSectorZ == 0))//dnl ch57 161009
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return;
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#ifdef JA2UB
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BOOLEAN fMagicallyAppeared=FALSE;
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#endif
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UINT8 ubSlots, ubNumAvailable;
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UINT8 ubNumElites, ubNumTroops, ubNumAdmins;
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UINT8 ubNumGroupsInSector;
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@@ -1410,6 +1468,14 @@ void AddPossiblePendingEnemiesToBattle()
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ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
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else if( NumEnemiesInSector( gWorldSectorX, gWorldSectorY - 1 ) )
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ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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#ifdef JA2UB
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else if( gsGridNoForMapEdgePointInfo != -1 )
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{
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//Ja25: it doesnt matter the entry point at this point, it will become GRIDNO at a later point
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ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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fMagicallyAppeared = FALSE;
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}
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#endif
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}
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if( ubStrategicInsertionCode == 255 )
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@@ -1609,6 +1675,11 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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#ifdef JA2UB
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UINT8 ubCnt;
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#endif
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switch( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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@@ -1651,8 +1722,40 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites;
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#ifdef JA2UB
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if( gsGridNoForMapEdgePointInfo != -1 )
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{
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ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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#endif
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#ifdef JA2UB
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if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
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{
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if( gsGridNoForMapEdgePointInfo == -1 )
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{
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Assert( 0 );
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gsGridNoForMapEdgePointInfo=0;
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}
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
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for( ubCnt=0; ubCnt<32;ubCnt++)
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{
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MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
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}
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MapEdgepointInfo.ubNumPoints = 32;
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MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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else
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{
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
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}
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops) );
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#endif
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ubCurrSlot = 0;
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while( ubTotalSoldiers )
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{
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@@ -1731,6 +1834,10 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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pSoldier->bActionPoints = 0;
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}
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}
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#ifdef JA2UB
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gsGridNoForMapEdgePointInfo = -1;
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#endif
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}
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@@ -1875,7 +1982,10 @@ void BeginCaptureSquence( )
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void EndCaptureSequence( )
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{
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#ifdef JA2UB
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// no UB
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#else
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// Set flag...
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if( !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ) || !(gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE) )
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{
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@@ -1917,7 +2027,7 @@ void EndCaptureSequence( )
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gStrategicStatus.uiFlags |= STRATEGIC_PLAYER_CAPTURED_FOR_ESCAPE;
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}
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}
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#endif
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}
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void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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@@ -2272,3 +2382,41 @@ BOOLEAN CheckPendingEnemies()
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return FALSE;
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}
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#ifdef JA2UB
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void HandleBloodCatDeaths( SECTORINFO *pSector )
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{
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//if the current sector is the first part of the town
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if( gWorldSectorX == 10 && gWorldSectorY == 9 && gbWorldSectorZ == 0 )
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{
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//if ALL the bloodcats are killed
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if( pSector->bBloodCats == 0 )
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{
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UINT8 bId1=-1;
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UINT8 bId2=-1;
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UINT8 bNum=0;
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SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS );
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//Instantly have betties missing items show up
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//DailyCheckOnItemQuantities( TRUE );
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// Now have a merc say the killed bloodcat quote
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bNum = Get3RandomQualifiedMercs( &bId1, &bId2, NULL );
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//if there are some qualified mercs
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if( bNum != 0 )
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{
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//must make sure TEX doesnt say the quote
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if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != 64 )
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{
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TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
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}
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else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != 64 )
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{
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TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
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}
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}
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}
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}
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}
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#endif
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