Preserve SIS facing through an encounter in Hyperspace
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@1614 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -446,14 +446,15 @@ unhyper_transition (PELEMENT ElementPtr)
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{
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{
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cleanup_hyperspace ();
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cleanup_hyperspace ();
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GLOBAL (ShipStamp.frame) = 0;
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GLOBAL (CurrentActivity) &= ~IN_BATTLE;
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GLOBAL (CurrentActivity) &= ~IN_BATTLE;
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switch (ElementPtr->turn_wait)
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switch (ElementPtr->turn_wait)
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{
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{
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case RANDOM_ENCOUNTER_TRANSITION:
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case RANDOM_ENCOUNTER_TRANSITION:
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SaveFlagshipState ();
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GLOBAL (CurrentActivity) |= START_ENCOUNTER;
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GLOBAL (CurrentActivity) |= START_ENCOUNTER;
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break;
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break;
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case INTERPLANETARY_TRANSITION:
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case INTERPLANETARY_TRANSITION:
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GLOBAL (ShipStamp.frame) = 0;
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SET_GAME_STATE (USED_BROADCASTER, 0);
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SET_GAME_STATE (USED_BROADCASTER, 0);
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if (GET_GAME_STATE (ARILOU_SPACE_SIDE) <= 1)
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if (GET_GAME_STATE (ARILOU_SPACE_SIDE) <= 1)
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{
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{
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@@ -512,6 +513,7 @@ unhyper_transition (PELEMENT ElementPtr)
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* or HyperSpace from QuasiSpace through the periodically
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* or HyperSpace from QuasiSpace through the periodically
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* opening portal.
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* opening portal.
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*/
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*/
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GLOBAL (ShipStamp.frame) = 0;
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SET_GAME_STATE (USED_BROADCASTER, 0);
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SET_GAME_STATE (USED_BROADCASTER, 0);
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GLOBAL (autopilot.x) =
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GLOBAL (autopilot.x) =
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GLOBAL (autopilot.y) = ~0;
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GLOBAL (autopilot.y) = ~0;
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