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MERGED bugfixes from revision: 4919
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4974 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3278,20 +3278,51 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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BOOLEAN slingFit = (CanItemFitInPosition(pSoldier, &pSoldier->inv[GUNSLINGPOCKPOS], HANDPOS, FALSE) || pSoldier->inv[GUNSLINGPOCKPOS].exists() == false);
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if(Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].twohanded && pSoldier->inv[SECONDHANDPOS].exists() == true)
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handFit = FALSE;
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if( handFit == TRUE && slingFit == TRUE)
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{
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SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
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if (gGameOptions.fInventoryCostsAP)
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{
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UINT8 APCost = 0;
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists())
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{
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APCost += ( APBPConstants [ AP_INV_FROM_SLING ] + APBPConstants [ AP_INV_TO_HANDS ] );
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if (gGameExternalOptions.uWeightDivisor != 0)
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APCost += DynamicAdjustAPConstants((int)((Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor),(int)((Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor));
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}
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if (pSoldier->inv[HANDPOS].exists())
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{
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APCost += ( APBPConstants [ AP_INV_TO_SLING ] + APBPConstants [ AP_INV_FROM_HANDS ] );
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if (gGameExternalOptions.uWeightDivisor != 0)
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APCost += DynamicAdjustAPConstants((int)((Item[pSoldier->inv[HANDPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor),(int)((Item[pSoldier->inv[HANDPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor));
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}
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APCost = __min(APCost, APBPConstants[AP_INV_MAX_COST]);
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if (pSoldier->bActionPoints >= APCost)
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{
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pSoldier->bActionPoints -= APCost;
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SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
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}
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else
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{
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CHAR16 zOutputString[512];
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swprintf( zOutputString, New113Message[MSG113_INVENTORY_APS_INSUFFICIENT], APCost, pSoldier->bActionPoints);
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
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}
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}
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else
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{
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SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
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}
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}
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fCharacterInfoPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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break;
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case INSERT:
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// WANNE: Commented this out, because the interface panel is not correctly redrawn!
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// I do not know the bug ;(
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case INSERT:
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GoIntoOverheadMap();
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break;
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