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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:
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@@ -90,6 +90,12 @@
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#include "connect.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "ub_config.h"
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#endif
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#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
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BOOLEAN fDirtyRectangleMode = FALSE;
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@@ -126,7 +132,10 @@ extern BOOLEAN gfFailedToSaveGameWhenInsideAMessageBox;
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extern BOOLEAN gfFirstHeliRun;
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extern BOOLEAN gfRenderFullThisFrame;
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#ifdef JA2UB
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extern void HandleCannotAffordNpcMsgBox();
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extern BOOLEAN gfDisplayMsgBoxSayingCantAffordNPC;
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#endif
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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@@ -307,6 +316,10 @@ void EnterTacticalScreen( )
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
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SetTacticalInterfaceFlags( 0 );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: fix oversized squads"));
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//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
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FixOversizedSquadsInSector( );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
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// set default squad on sector entry
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SetDefaultSquadOnSectorEntry( FALSE );
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@@ -326,11 +339,16 @@ void EnterTacticalScreen( )
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//gfGameScreenLocateToSoldier = TRUE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
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#ifdef JA2UB
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/* Ja25 No meanwhiles */
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#else
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// Locate if in meanwhile...
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if ( AreInMeanwhile( ) )
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{
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LocateToMeanwhileCharacter( );
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}
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#endif
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if ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME )
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{
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@@ -454,6 +472,12 @@ UINT32 MainGameScreenHandle(void)
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#endif
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}
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#ifdef JA2UB
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//jA25 UB
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//Handle the strategic AI
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JA25_HandleUpdateOfStrategicAi();
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#endif
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#if 0
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{
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PTR pData, pDestBuf;
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@@ -596,12 +620,31 @@ UINT32 MainGameScreenHandle(void)
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if ( gfTacticalDoHeliRun )
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{
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gfGameScreenLocateToSoldier = FALSE;
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//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
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InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
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#ifdef JA2UB
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//if it is the first time in the game, and we are doing the heli crash code, locate to a different spot
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if( gfFirstTimeInGameHeliCrash && gGameUBOptions.InGameHeli == FALSE )
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{
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InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE ); // 15427
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}
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else
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{
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if ( gGameUBOptions.InGameHeliCrash == TRUE )
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//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
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InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
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else
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InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
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}
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#else
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InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
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#endif
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// Start heli Run...
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#ifdef JA2UB
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StartHelicopterRun( gGameUBOptions.LOCATEGRIDNO ); //gMapInformation.sNorthGridNo );
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#else
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//StartHelicopterRun( gMapInformation.sNorthGridNo );
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StartHelicopterRun( gGameExternalOptions.iInitialMercArrivalLocation );
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#endif
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// Update clock by one so that our DidGameJustStatrt() returns now false for things like LAPTOP, etc...
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SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
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@@ -617,12 +660,16 @@ UINT32 MainGameScreenHandle(void)
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HandleOverheadMap( );
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return( GAME_SCREEN );
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}
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/*
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#ifdef JA2UB
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if ( !ARE_IN_FADE_IN( ) )
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{
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HandleAirRaid( );
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// HandleAirRaid( );
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HandlePowerGenAlarm();
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}
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*/
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#endif
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if ( gfGameScreenLocateToSoldier )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));
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@@ -670,6 +717,13 @@ UINT32 MainGameScreenHandle(void)
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}
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}
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#ifdef JA2UB
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//if we are to display a mesg box about cant afford biggens
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if( gfDisplayMsgBoxSayingCantAffordNPC )
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{
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HandleCannotAffordNpcMsgBox();
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}
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#endif
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#ifdef JA2BETAVERSION
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if( gfDoDialogOnceGameScreenFadesIn )
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@@ -681,9 +735,13 @@ UINT32 MainGameScreenHandle(void)
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HandleHeliDrop( );
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if ( !ARE_IN_FADE_IN( ) )
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{
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{
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HandleAutoBandagePending( );
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}
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#ifdef JA2UB
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HandleThePlayerBeNotifiedOfSomeoneElseInSector();
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#endif
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}
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// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
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@@ -891,8 +949,14 @@ UINT32 MainGameScreenHandle(void)
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// Display Framerate
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DisplayFrameRate( );
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//UB
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#ifdef JA2UB
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/* JA2UB */
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#else
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CheckForMeanwhileOKStart( );
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#endif
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ScrollString( );
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@@ -1146,7 +1210,10 @@ void InitHelicopterEntranceByMercs( void )
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// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
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//if ( gGameOptions.fAirStrikes )
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// ScheduleAirRaid( &AirRaidDef );
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#ifdef JA2UB
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if ( gGameUBOptions.InGameHeli == FALSE )
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HandleInitialEventsInHeliCrash(); //JA25 UB
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#endif
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gfTacticalDoHeliRun = TRUE;
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gfFirstHeliRun = TRUE;
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