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UB 1.13 Fixes (by Jazz)
- The problem was fixed with the mark of underground sectors on the strategic map (J14-1,K14-1,L15-2,L15-3). - Fixed the problem with moving from the sector K14-1 to K15-1. - Procedure HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap was blocked in the file strategicamp.cpp. - Added a few new parameters to the file UB_Options.ini git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8096 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+44
-11
@@ -303,6 +303,22 @@ UINT32 POWERGENFANSOUND_GRIDNO1 = 10979;
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UINT32 POWERGENFANSOUND_GRIDNO2 = 19749;
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UINT32 STARTFANBACKUPAGAIN_GRIDNO = 10980;
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UINT32 STOPPOWERGENFAN_GRIDNO = 10980;
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//L15-3
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UINT32 SECTOR_LAUNCH_MISSLES_X = 15;
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UINT32 SECTOR_LAUNCH_MISSLES_Y = 12;
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UINT32 SECTOR_LAUNCH_MISSLES_Z = 3;
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//J13-0
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UINT32 SECTOR_FAN_X = 13;
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UINT32 SECTOR_FAN_Z = 10;
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UINT32 SECTOR_FAN_Y = 0;
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//K14-1
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_X = 14;
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Y = 11;
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UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Z = 1;
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//J14-1
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = 14;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = 10;
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UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = 1;
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void InitGridNoUB()
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{
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@@ -320,6 +336,23 @@ void InitGridNoUB()
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POWERGENFANSOUND_GRIDNO2 = gGameUBOptions.PowergenFanSoundGridNo2; //= 19749;
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STARTFANBACKUPAGAIN_GRIDNO = gGameUBOptions.StartFanbackupAgainGridNo; //= 10980;
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STOPPOWERGENFAN_GRIDNO = gGameUBOptions.StopPowergenFanGridNo; //= 10980;
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//L15-3
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SECTOR_LAUNCH_MISSLES_X = gGameUBOptions.SectorLaunchMisslesX; // 15;
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SECTOR_LAUNCH_MISSLES_Y = gGameUBOptions.SectorLaunchMisslesY; // 12;
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SECTOR_LAUNCH_MISSLES_Z = gGameUBOptions.SectorLaunchMisslesZ; //3;
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//J13-0
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SECTOR_FAN_X = gGameUBOptions.SectorFanX; //13;
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SECTOR_FAN_Z = gGameUBOptions.SectorFanY; //10;
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SECTOR_FAN_Y = gGameUBOptions.SectorFanZ; //0;
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//K14-1
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SECTOR_OPEN_GATE_IN_TUNNEL_X = gGameUBOptions.SectorOpenGateInTunnelX; //14;
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SECTOR_OPEN_GATE_IN_TUNNEL_Y = gGameUBOptions.SectorOpenGateInTunnelY; //11;
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SECTOR_OPEN_GATE_IN_TUNNEL_Z = gGameUBOptions.SectorOpenGateInTunnelZ; //1;
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//J14-1
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = gGameUBOptions.ExitForFanToPowerGenSectorX; //14;
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = gGameUBOptions.ExitForFanToPowerGenSectorY; //10;
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EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = gGameUBOptions.ExitForFanToPowerGenSectorZ; //1;
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MANUEL_UB = gGameUBOptions.ubMANUEL_UB;
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BIGGENS_UB = gGameUBOptions.ubBIGGENS_UB;
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@@ -819,8 +852,8 @@ void HandlePowerGenAlarm()
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static UINT32 uiAlarmCounter=0;
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UINT32 uiCurTime=0;
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//if its not the right sector
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if( !( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 0 ) )
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//if its not the right sector J13-0
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if( !( gWorldSectorX == SECTOR_FAN_X && gWorldSectorY == SECTOR_FAN_Y && gbWorldSectorZ == SECTOR_FAN_Z ) )
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{
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//leave
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return;
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@@ -925,9 +958,9 @@ void AddExitGridForFanToPowerGenSector()
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memset( &ExitGrid, 0, sizeof( EXITGRID ) );
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ExitGrid.ubGotoSectorX = 14;
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ExitGrid.ubGotoSectorY = MAP_ROW_J;
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ExitGrid.ubGotoSectorZ = 1;
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ExitGrid.ubGotoSectorX = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X; //14;
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ExitGrid.ubGotoSectorY = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y; //MAP_ROW_J;
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ExitGrid.ubGotoSectorZ = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z; //1;
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ExitGrid.usGridNo = POWERGENSECTOREXITGRID_GRIDNO1;
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//Add the exit grid when the fan is either stopped or blown up
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@@ -942,8 +975,8 @@ BOOLEAN HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( SOLDIERTYPE *pSold
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SOLDIERTYPE *pSoldier;
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//is this the right sector
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if( !( gWorldSectorX == 14 && gWorldSectorY == MAP_ROW_K && gbWorldSectorZ == 1 ) )
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//is this the right sector K14-1
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if( !( gWorldSectorX == SECTOR_OPEN_GATE_IN_TUNNEL_X && gWorldSectorY == SECTOR_OPEN_GATE_IN_TUNNEL_Y && gbWorldSectorZ == SECTOR_OPEN_GATE_IN_TUNNEL_Z ) )
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{
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//wrong door
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return( FALSE );
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@@ -1357,8 +1390,8 @@ void HandlePickingUpMorrisInstructionNote( SOLDIERTYPE *pSoldier, INT32 iIndex )
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void HandleDeathInPowerGenSector( SOLDIERTYPE *pSoldier )
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{
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//if this is NOT the power gen sector
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if( gWorldSectorX != 13 || gWorldSectorY != 10 || gbWorldSectorZ != 0 )
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//if this is NOT the power gen sector J13
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if( gWorldSectorX != SECTOR_FAN_X || gWorldSectorY != SECTOR_FAN_Y || gbWorldSectorZ != SECTOR_FAN_Z )
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{
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return;
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}
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@@ -1777,7 +1810,7 @@ INT8 RandomSoldierIdForAnyMercInSector()
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void HandleFanStartingAtEndOfCombat()
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{
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//if its not the right sector
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if( !( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 0 ) )
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if( !( gWorldSectorX == SECTOR_FAN_X && gWorldSectorY == SECTOR_FAN_Y && gbWorldSectorZ == SECTOR_FAN_Z ) )
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{
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//leave
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return;
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@@ -1945,7 +1978,7 @@ void HandlePlayerHittingSwitchToLaunchMissles()
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{
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// if the soldier was in the complex
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if( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector &&
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pSoldier->sSectorX == 15 && pSoldier->sSectorY == 12 && pSoldier->bSectorZ == 3 )
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pSoldier->sSectorX == SECTOR_LAUNCH_MISSLES_X && pSoldier->sSectorY == SECTOR_LAUNCH_MISSLES_Y && pSoldier->bSectorZ == SECTOR_LAUNCH_MISSLES_Z )
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{
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if( PythSpacesAway( pSoldier->sGridNo, SWITCHTOLAUNCHMISSLES_GRIDNO1 ) < PythSpacesAway( pSoldier->sGridNo, SWITCHTOLAUNCHMISSLES_GRIDNO2 ) )
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pSoldier->EVENT_InternalGetNewSoldierPath( SWITCHTOLAUNCHMISSLES_GRIDNO1, RUNNING, TRUE, TRUE );
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