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- Changed the encoding for ALL language texfiles to UTF 8
o Now we can also build FUNCTIONAL Polish version with VS 2005 instead of only building with VS 2008/VS 2010 - Multiplayer fixes and improvements o Increased MP version to v1.9 o Added and info output text when the AI interrupts the pure client, that the game could hang and the server should press ALT + E o Disabled the possibility, that the server could always give himself the turn with ALT + E. Now when pressing '1' on the dialog instead of giving the server the turn, the dialog closes without any action o Disabled the possibility, that the server could kick himself from the game when pressing ALT + K and then selecting '1'. The '1' button now cancels the dialog without doing any action. o Disabled the possibility, that the server could kick a client in the strategy screen o When client gets kicked from tactical, the game automatically switches to spectator mode for the kicked client o Disabled Encyclopedia and Briefing room links from the laptop git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4692 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+17
-22
@@ -1040,7 +1040,10 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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nubFirstInterrupter = LATEST_INTERRUPT_GUY;
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npSoldier = MercPtrs[nubFirstInterrupter];
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nbTeam = npSoldier->bTeam;
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#ifdef BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
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#endif
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if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is AI and are server
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{
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@@ -2128,29 +2131,21 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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}
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// INTERRUPT is calculated on the pure client
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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{
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//// WANNE: Skip the interrupt (against enemy AI) on the pure client, when we are in a coop game!
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//if (cGameType == MP_TYPE_COOP)
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//{
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// #ifdef BETAVERSION
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
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// #endif
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//}
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//else
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//{
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send_interrupt( npSoldier );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
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{
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ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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//AdjustNoAPToFinishMove( pMerc, TRUE );
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pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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//}
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send_interrupt( npSoldier );
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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//AdjustNoAPToFinishMove( pMerc, TRUE );
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pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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}
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else
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{
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