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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -34,6 +34,7 @@
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#endif
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#include "Soldier Macros.h"
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#include "InterfaceItemImages.h"
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// WDS - make number of mercenaries, etc. be configurable
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#define MAX_MERCS_ON_SCREEN 20
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@@ -2190,7 +2191,8 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
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pItem = &Item[ sIndex ];
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GetVideoObject( &hHandle, GetInterfaceGraphicForItem( pItem ) );
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pTrav = &(hHandle->pETRLEObject[ pItem->ubGraphicNum ] );
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UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
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pTrav = &(hHandle->pETRLEObject[ usGraphicNum ] );
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usHeight = (UINT32)pTrav->usHeight;
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usWidth = (UINT32)pTrav->usWidth;
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@@ -2199,10 +2201,10 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
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sCenY = PosY + ( abs( 22 - usHeight ) / 2 ) - pTrav->sOffsetY;
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// shadow
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if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
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if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX-2, sCenY+2);
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//blt the item
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BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, 0, FALSE );
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BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, 0, FALSE );
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SetFont( FONT10ARIAL );
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SetFontForeground( FONT_WHITE );
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