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Fix: Inventory popups for LBE slots didn't work properly. LBE slots are supposed to return a pocket type of -1 because they are no pockets. Instead they returned 2 (Knife pocket).
Fix: Inventory slots didn't show possible item amount anymore since r7600. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7619 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1767,7 +1767,8 @@ INT16 pocketTypeInSlot(SOLDIERTYPE *pSoldier, INT16 sPocket){
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: LoadBearingEquipment[Item[pSoldier->inv[icLBE[sPocket]].usItem].ubClassIndex].lbePocketIndex[icPocket[sPocket]];
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: LoadBearingEquipment[Item[pSoldier->inv[icLBE[sPocket]].usItem].ubClassIndex].lbePocketIndex[icPocket[sPocket]];
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break;
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break;
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case LBE_POCKET:
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// silversurfer: LBE slots are NOT pockets!
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/* case LBE_POCKET:
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if ( sPocket == VESTPOCKPOS )
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if ( sPocket == VESTPOCKPOS )
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lbePocket = 0;
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lbePocket = 0;
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else if ( sPocket == LTHIGHPOCKPOS )
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else if ( sPocket == LTHIGHPOCKPOS )
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@@ -1779,11 +1780,13 @@ INT16 pocketTypeInSlot(SOLDIERTYPE *pSoldier, INT16 sPocket){
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else if ( sPocket == BPACKPOCKPOS )
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else if ( sPocket == BPACKPOCKPOS )
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lbePocket = 4;
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lbePocket = 4;
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break;*/
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case OTHER_POCKET:
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case OTHER_POCKET:
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if ( sPocket == GUNSLINGPOCKPOS ) // Gun Sling
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if ( sPocket == GUNSLINGPOCKPOS ) // Gun Sling
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lbePocket = 1;
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lbePocket = 1;
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else
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else // Knife
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lbePocket = 2;
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lbePocket = 2;
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break;
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break;
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@@ -2332,7 +2335,7 @@ POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ){
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INT16 sX, sY;
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INT16 sX, sY;
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// get pocket type under cursor
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// get pocket type under cursor
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INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket);
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//INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket);
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/*
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/*
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if ( lbePocket != -1 ) {
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if ( lbePocket != -1 ) {
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*/
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*/
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@@ -2702,7 +2705,7 @@ void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLe
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}
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}
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else if ( !gfSMDisableForItems )
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else if ( !gfSMDisableForItems )
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{
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{
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if ( gpItemPointer != NULL && !CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)sPocket, FALSE ) )
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if ( gpItemPointer != NULL )
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{
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{
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// CHRISL: Display pocket capacity if we're holding something in the cursor
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// CHRISL: Display pocket capacity if we're holding something in the cursor
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if ( UsingNewInventorySystem( ) )
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if ( UsingNewInventorySystem( ) )
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@@ -2717,15 +2720,15 @@ void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLe
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}
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}
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// CHRISL: Change whether we hatch a pocket to be dependant on the current item
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// CHRISL: Change whether we hatch a pocket to be dependant on the current item
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if ( (!UsingNewAttachmentSystem( ) && !ValidAttachment( gpItemPointer->usItem, pObject )) ||
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if ( CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)sPocket, FALSE ) )
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{
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fHatchItOut = FALSE;
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}
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else if (!UsingNewAttachmentSystem( ) && !ValidAttachment( gpItemPointer->usItem, pObject ) ||
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(UsingNewAttachmentSystem( ) && !ValidItemAttachmentSlot( pObject, gpItemPointer->usItem, FALSE, FALSE )) )
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(UsingNewAttachmentSystem( ) && !ValidItemAttachmentSlot( pObject, gpItemPointer->usItem, FALSE, FALSE )) )
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{
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{
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fHatchItOut = TRUE;
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fHatchItOut = TRUE;
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}
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}
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else
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{
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fHatchItOut = FALSE;
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}
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}
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}
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else if ( pObject->exists( ) )
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else if ( pObject->exists( ) )
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{
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{
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