mirror of
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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:
+272
-4
@@ -44,6 +44,23 @@
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#include "screenids.h"
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#endif
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#ifdef JA2UB
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#include "email.h"
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#include "Game Clock.h"
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#include "Ja25_Tactical.h"
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#include "Game Init.h"
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#include "interface Dialogue.h"
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#include "ub_config.h"
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void HandleAddingTheEndGameEmails();
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void EndFadeToCredits( void );
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void FadeToCredits( void );
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void InFinalSectorAfterFadeIn( void );
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void FadeOutToLaptopOnEndGame( void );
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BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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@@ -136,7 +153,9 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
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RecompileLocalMovementCostsFromRadius( 13830, 5 );
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}
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#ifdef JA2UB
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//Ja25 no queen
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#else
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void DeidrannaTimerCallback( void )
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{
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HandleDeidrannaDeath( gpKillerSoldier, gsGridNo, gbLevel );
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@@ -384,12 +403,15 @@ void DoneFadeOutEndCinematic( void )
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SetIntroType( INTRO_ENDING );
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}
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#endif
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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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EndQueenDeathEndgame( );
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#ifdef JA2UB
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//Ja25 No queen
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#else
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EndQueenDeathEndgame( );
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#endif
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gFadeOutDoneCallback = DoneFadeOutEndCinematic;
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FadeOutGameScreen( );
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@@ -399,9 +421,213 @@ void HandleDoneLastEndGameQuote( )
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void QueenBitchTimerCallback( void )
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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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HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
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#endif
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}
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#ifdef JA2UB
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void EndGameEveryoneSayTheirGoodByQuotes( void )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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// Start end cimimatic....
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gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
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//lock the interface
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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HandleTacticalUI( );
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//
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// first thing is to loop through team and look for QUALIFIED mercs on the team to say special end game quote
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//
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// Are we in this sector, On the current squad?
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if( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && IsSoldierQualifiedMerc( pSoldier ) )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM );
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}
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}
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//
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// Next is to loop through ENTIRE team and say end quote...
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//
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// Are we in this sector, On the current squad?
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
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}
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}
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// Add queue event to proceed w/ smacker cimimatic
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING, 0,0,0,0 );
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}
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void HandleAddingTheEndGameEmails()
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{
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BOOLEAN fMiguelAlive=FALSE;
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BOOLEAN fManuelAlive=FALSE;
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BOOLEAN fManuelHired=FALSE;
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//Miguel alive
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if( gubFact[ FACT_PLAYER_IMPORTED_SAVE_MIGUEL_DEAD ] )
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fMiguelAlive = FALSE;
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else
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fMiguelAlive = TRUE;
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//manuel alive
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if( gMercProfiles[ 60 ].bMercStatus == MERC_IS_DEAD )
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fManuelAlive = FALSE;
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else
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fManuelAlive = TRUE;
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//manuel hired
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if( gMercProfiles[ 60 ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
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fManuelHired = TRUE;
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else
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fManuelHired = FALSE;
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//
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// Determine the EMAIL to be sent out to the player
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//
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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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AddEmail( EMAIL_CONGRATS, EMAIL_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
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}
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// email # 12b - Miguel alive, Manuel never recruited
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else if( fMiguelAlive && !fManuelHired )
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{
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AddEmail( EMAIL_CONGRATSICK, EMAIL_CONGRATSICK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
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}
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// email # 12c - Miguel alive, Manuel dead
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else if( fMiguelAlive && !fManuelAlive )
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{
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AddEmail( EMAIL_CONGRATMIGMANUELDEAD, EMAIL_CONGRATMIGMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
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}
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// email # 12d - Miguel alive, Manuel recruited and alive
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else if( fMiguelAlive && fManuelAlive && fManuelHired )
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{
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AddEmail( EMAIL_CONGRATMIGMANUELALIVE, EMAIL_CONGRATMIGMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
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}
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// email # 12e - Miguel dead, Manuel dead
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else if( !fMiguelAlive && !fManuelAlive )
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{
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AddEmail( EMAIL_CONGRATMANUELDEAD, EMAIL_CONGRATMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1 , -1, TYPE_EMAIL_EMAIL_EDT);
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}
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// email # 12f - Miguel dead, Manuel recruited and alive
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else if( !fMiguelAlive && fManuelAlive && fManuelHired )
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{
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AddEmail( EMAIL_CONGRATMANUELALIVE, EMAIL_CONGRATMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
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}
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else
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{
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Assert( 0 );
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}
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}
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void HandleEveryoneDoneTheirEndGameQuotes()
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{
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// UnLock UI!
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guiPendingOverrideEvent = LU_ENDUILOCK;
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HandleTacticalUI( );
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//if laptop is still BROKEN
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if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTINPROGRESS && gGameUBOptions.LaptopQuestEnabled == TRUE )
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{
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gfPlayersLaptopWasntWorkingAtEndOfGame = TRUE;
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// otherwise, go to the credits screen
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HandleJa25EndGameAndGoToCreditsScreen( TRUE );
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}
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else
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{
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gfPlayersLaptopWasntWorkingAtEndOfGame = FALSE;
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gFadeOutDoneCallback = FadeOutToLaptopOnEndGame;
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FadeOutGameScreen( );
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}
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}
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void HandleJa25EndGameAndGoToCreditsScreen( BOOLEAN fFromTactical )
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{
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if( fFromTactical )
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{
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FadeToCredits( );
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}
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else
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{
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//Reset flag indicating we are in the end game sequence
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gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
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//We want to reinitialize the game
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ReStartingGame();
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}
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}
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void EnterTacticalInFinalSector()
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{
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gFadeInDoneCallback = InFinalSectorAfterFadeIn;
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FadeInGameScreen( );
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}
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void InFinalSectorAfterFadeIn( void )
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{
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//Have everyone start talking
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DelayedMercQuote( NOBODY, DQ__START_EVERYONE_TALKING_AT_END_OF_GAME, GetWorldTotalSeconds() + 2 );
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}
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void FadeToCredits( void )
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{
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gFadeOutDoneCallback = EndFadeToCredits;
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FadeOutGameScreen( );
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}
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void EndFadeToCredits( void )
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{
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//then we can go strait to the laptop screen
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InternalLeaveTacticalScreen( CREDIT_SCREEN );
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//Reset flag indicating we are in the end game sequence
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gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
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//We want to reinitialize the game
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ReStartingGame();
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}
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void FadeOutToLaptopOnEndGame( void )
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{
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//then we can go strait to the laptop screen
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InternalLeaveTacticalScreen( LAPTOP_SCREEN );
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//Add the end Game Emails
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HandleAddingTheEndGameEmails();
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}
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#else //Ja25 no queen
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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@@ -500,5 +726,47 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe
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giNPCReferenceCount = 0;
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}
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}
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#endif
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#ifdef JA2UB
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//JA25UB
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void DoneFadeOutEndCinematic( void )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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//Change the currently selecter sector in mapscreen
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//ChangeSelectedMapSector( 16, 11, 0 );
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ChangeSelectedMapSector( gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ );
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//
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// Loop through all the soldiers and move any of them that are in the complex to be in the safe sector near ther
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//
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// if the soldier was in the complex
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if( pSoldier->bActive &&
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pSoldier->sSectorX == 15 && ( pSoldier->sSectorY == 11 || pSoldier->sSectorY == 12 ) )
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{
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if ( GetGroup( pSoldier->ubGroupID ) )
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{
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//move them to the 'fake' sector
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//PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, 16, 11, 0, FALSE );
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PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ, FALSE );
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}
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else
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{
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pSoldier->sSectorX = gGameUBOptions.ubEndDefaultSectorX; //16;
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pSoldier->sSectorY = gGameUBOptions.ubEndDefaultSectorY; //11;
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pSoldier->bSectorZ = gGameUBOptions.ubEndDefaultSectorZ; //0;
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}
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}
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}
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//
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// Go watch the movies
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//
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InternalLeaveTacticalScreen( INTRO_SCREEN );
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SetIntroType( INTRO_ENDING );
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}
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#endif
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