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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
285 lines
8.1 KiB
C++
285 lines
8.1 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Laptop All.h"
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#else
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#include "laptop.h"
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#include "AimLinks.h"
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#include "aim.h"
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#include "Utilities.h"
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#include "WCheck.h"
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#include "WordWrap.h"
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#include "Text.h"
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#include "Multi Language Graphic Utils.h"
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#endif
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#ifdef JA2UB
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#include "ub_config.h"
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#endif
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#define AIM_LINK_TITLE_FONT FONT14ARIAL
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#define AIM_LINK_TITLE_COLOR AIM_GREEN
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#define AIM_LINK_FONT FONT12ARIAL
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#define AIM_LINK_COLOR AIM_FONT_GOLD
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#define AIM_LINK_NUM_LINKS 3
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#define AIM_LINK_LINK_OFFSET_Y 94//90
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#define AIM_LINK_LINK_WIDTH 420
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#define AIM_LINK_LINK_HEIGHT 70
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#define AIM_LINK_BOBBY_LINK_X LAPTOP_SCREEN_UL_X + 40
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#define AIM_LINK_BOBBY_LINK_Y LAPTOP_SCREEN_WEB_UL_Y + 91
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#define AIM_LINK_FUNERAL_LINK_X AIM_LINK_BOBBY_LINK_X
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#define AIM_LINK_FUNERAL_LINK_Y AIM_LINK_BOBBY_LINK_Y + AIM_LINK_LINK_OFFSET_Y
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#define AIM_LINK_INSURANCE_LINK_X AIM_LINK_BOBBY_LINK_X
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#define AIM_LINK_INSURANCE_LINK_Y AIM_LINK_FUNERAL_LINK_Y + AIM_LINK_LINK_OFFSET_Y
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#define AIM_LINK_TITLE_X IMAGE_OFFSET_X + 149
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#define AIM_LINK_TITLE_Y AIM_SYMBOL_Y + AIM_SYMBOL_SIZE_Y + 10
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#define AIM_LINK_TITLE_WIDTH AIM_SYMBOL_WIDTH
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#define AIM_LINK_LINK_TEXT_1_Y AIM_LINK_BOBBY_LINK_Y + 71
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#define AIM_LINK_LINK_TEXT_2_Y AIM_LINK_FUNERAL_LINK_Y + 36
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#define AIM_LINK_LINK_TEXT_3_Y AIM_LINK_INSURANCE_LINK_Y + 45
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#ifdef JA2UB
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INT16 LinkID = 3;
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#endif
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UINT32 guiBobbyLink;
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UINT32 guiFuneralLink;
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UINT32 guiInsuranceLink;
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UINT8 gubLinkPages[]={
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BOBBYR_BOOKMARK,
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FUNERAL_BOOKMARK,
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INSURANCE_BOOKMARK};
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//Clicking on guys Face
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MOUSE_REGION gSelectedLinkRegion[ AIM_LINK_NUM_LINKS ] ;
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void SelectLinkRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
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void GameInitAimLinks()
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{
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}
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BOOLEAN EnterAimLinks()
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{
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VOBJECT_DESC VObjectDesc;
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UINT16 usPosY;
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InitAimDefaults();
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InitAimMenuBar();
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkBobby == TRUE )
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{
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#endif
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// load the Bobby link graphic and add it
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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GetMLGFilename( VObjectDesc.ImageFile, MLG_BOBBYRAYLINK );
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CHECKF(AddVideoObject(&VObjectDesc, &guiBobbyLink));
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#ifdef JA2UB
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}
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#endif
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkFuneral == TRUE )
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{
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#endif
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// load the Funeral graphic and add it
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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GetMLGFilename( VObjectDesc.ImageFile, MLG_MORTUARYLINK );
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CHECKF(AddVideoObject(&VObjectDesc, &guiFuneralLink));
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#ifdef JA2UB
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}
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#endif
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkInsurance == TRUE )
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{
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#endif
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// load the Insurance graphic and add it
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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GetMLGFilename( VObjectDesc.ImageFile, MLG_INSURANCELINK );
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CHECKF(AddVideoObject(&VObjectDesc, &guiInsuranceLink));
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#ifdef JA2UB
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}
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#endif
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#ifdef JA2UB
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usPosY = AIM_LINK_BOBBY_LINK_Y;
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if (gGameUBOptions.LaptopLinkBobby == TRUE )
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{
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MSYS_DefineRegion( &gSelectedLinkRegion[0], AIM_LINK_BOBBY_LINK_X, usPosY , AIM_LINK_BOBBY_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
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MSYS_AddRegion(&gSelectedLinkRegion[0]);
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MSYS_SetRegionUserData( &gSelectedLinkRegion[0], 0, gubLinkPages[0]);
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//usPosY += AIM_LINK_LINK_OFFSET_Y;
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}
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usPosY = AIM_LINK_FUNERAL_LINK_Y;
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if (gGameUBOptions.LaptopLinkFuneral == TRUE )
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{
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MSYS_DefineRegion( &gSelectedLinkRegion[1], AIM_LINK_FUNERAL_LINK_X, usPosY , AIM_LINK_FUNERAL_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
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MSYS_AddRegion(&gSelectedLinkRegion[1]);
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MSYS_SetRegionUserData( &gSelectedLinkRegion[1], 0, gubLinkPages[1]);
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//usPosY += AIM_LINK_LINK_OFFSET_Y;
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}
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usPosY = AIM_LINK_INSURANCE_LINK_Y;
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if (gGameUBOptions.LaptopLinkInsurance== TRUE )
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{
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MSYS_DefineRegion( &gSelectedLinkRegion[2], AIM_LINK_INSURANCE_LINK_X, usPosY , AIM_LINK_INSURANCE_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
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MSYS_AddRegion(&gSelectedLinkRegion[2]);
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MSYS_SetRegionUserData( &gSelectedLinkRegion[2], 0, gubLinkPages[2]);
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usPosY += AIM_LINK_LINK_OFFSET_Y;
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}
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#else
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usPosY = AIM_LINK_BOBBY_LINK_Y;
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for(UINT8 i=0; i<AIM_LINK_NUM_LINKS; i++)
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{
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MSYS_DefineRegion( &gSelectedLinkRegion[i], AIM_LINK_BOBBY_LINK_X, usPosY , AIM_LINK_BOBBY_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
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MSYS_AddRegion(&gSelectedLinkRegion[i]);
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MSYS_SetRegionUserData( &gSelectedLinkRegion[i], 0, gubLinkPages[i]);
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usPosY += AIM_LINK_LINK_OFFSET_Y;
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}
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#endif
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RenderAimLinks();
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return(TRUE);
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}
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void ExitAimLinks()
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{
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INT16 i;
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RemoveAimDefaults();
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkBobby == TRUE )
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DeleteVideoObjectFromIndex(guiBobbyLink);
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if (gGameUBOptions.LaptopLinkFuneral == TRUE )
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DeleteVideoObjectFromIndex(guiFuneralLink);
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if (gGameUBOptions.LaptopLinkInsurance == TRUE )
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DeleteVideoObjectFromIndex(guiInsuranceLink);
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if (gGameUBOptions.LaptopLinkBobby == TRUE )
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MSYS_RemoveRegion( &gSelectedLinkRegion[0]);
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if (gGameUBOptions.LaptopLinkFuneral == TRUE )
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MSYS_RemoveRegion( &gSelectedLinkRegion[1]);
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if (gGameUBOptions.LaptopLinkInsurance == TRUE )
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MSYS_RemoveRegion( &gSelectedLinkRegion[2]);
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#else
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DeleteVideoObjectFromIndex(guiBobbyLink);
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DeleteVideoObjectFromIndex(guiFuneralLink);
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DeleteVideoObjectFromIndex(guiInsuranceLink);
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for(i=0; i<AIM_LINK_NUM_LINKS; i++)
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MSYS_RemoveRegion( &gSelectedLinkRegion[i]);
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#endif
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ExitAimMenuBar();
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}
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void HandleAimLinks()
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{
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}
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void RenderAimLinks()
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{
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HVOBJECT hPixHandle;
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DrawAimDefaults();
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DisableAimButton();
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkBobby == TRUE )
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{
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#endif
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GetVideoObject(&hPixHandle, guiBobbyLink);
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BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_BOBBY_LINK_X, AIM_LINK_BOBBY_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
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#ifdef JA2UB
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}
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#endif
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkFuneral == TRUE )
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{
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#endif
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GetVideoObject(&hPixHandle, guiFuneralLink);
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BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_FUNERAL_LINK_X, AIM_LINK_FUNERAL_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
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// DrawTextToScreen(AimLinkText[AIM_LINK_FUNERAL], AIM_LINK_BOBBY_LINK_X, AIM_LINK_LINK_TEXT_2_Y, AIM_LINK_LINK_WIDTH, AIM_LINK_FONT, AIM_LINK_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
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#ifdef JA2UB
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}
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#endif
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#ifdef JA2UB
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if (gGameUBOptions.LaptopLinkInsurance == TRUE )
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{
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#endif
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GetVideoObject(&hPixHandle, guiInsuranceLink);
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BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_INSURANCE_LINK_X, AIM_LINK_INSURANCE_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
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// DrawTextToScreen(AimLinkText[AIM_LINK_LISTENING], AIM_LINK_BOBBY_LINK_X, AIM_LINK_LINK_TEXT_3_Y, AIM_LINK_LINK_WIDTH, AIM_LINK_FONT, AIM_LINK_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
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#ifdef JA2UB
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}
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#endif
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//Draw Link Title
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DrawTextToScreen(AimLinkText[AIM_LINK_TITLE], AIM_LINK_TITLE_X, AIM_LINK_TITLE_Y, AIM_LINK_TITLE_WIDTH, AIM_LINK_TITLE_FONT, AIM_LINK_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
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MarkButtonsDirty( );
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RenderWWWProgramTitleBar( );
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InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
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}
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void SelectLinkRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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if (iReason & MSYS_CALLBACK_REASON_INIT)
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{
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}
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else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
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{
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}
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else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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UINT32 gNextLaptopPage;
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gNextLaptopPage = MSYS_GetRegionUserData( pRegion, 0 );
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GoToWebPage( gNextLaptopPage );
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}
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else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
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{
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}
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}
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