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- bugfixes from windows unicode work to compile in Linux
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@@ -2531,6 +2531,21 @@ int glestMain(int argc, char** argv) {
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lang.loadStrings(language);
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if( lang.hasString("FONT_CHARCOUNT") &&
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lang.hasString("FONT_TYPENAME") &&
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lang.hasString("FONT_CHARSET")) {
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// 256 for English
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// 30000 for Chinese
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Font::charCount = strToInt(lang.get("FONT_CHARCOUNT"));
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Font::fontTypeName = lang.get("FONT_TYPENAME");
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// Example values:
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// DEFAULT_CHARSET (English) = 1
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// GB2312_CHARSET (Chinese) = 134
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Shared::Platform::charSet = strToInt(lang.get("FONT_CHARSET"));
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}
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] Font::charCount = %d, Font::fontTypeName [%s] Shared::Platform::charSet = %d\n",__FILE__,__FUNCTION__,__LINE__,Font::charCount,Font::fontTypeName.c_str(),Shared::Platform::charSet);
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf("Using Font::charCount = %d, Font::fontTypeName [%s] Shared::Platform::charSet = %d\n",Font::charCount,Font::fontTypeName.c_str(),Shared::Platform::charSet);
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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if(hasCommandArgument(argc, argv,GAME_ARGS[GAME_ARG_SHOW_MAP_CRC]) == true) {
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