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- tool tips for Bobby Ray added
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@133 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.132" };
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INT16 zVersionLabel[256] = { L"Release v1.13.133" };
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.132_2006_05_29.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.133_2006_05_29.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.132_2006_05_29.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.133_2006_05_29.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+173
-17
@@ -1298,6 +1298,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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UINT8 i;
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CHAR16 zItemName[ SIZE_ITEM_NAME ];
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UINT8 ubItemCount=0;
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INT16 pStr[ 250 ];
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if( gfBigImageMouseRegionCreated )
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return;
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@@ -1305,27 +1306,182 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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for(i=0; i<ubCount; i++)
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{
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//Mouse region for the Big Item Image
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MSYS_DefineRegion( &gSelectedBigImageRegion[ i ], BOBBYR_GRID_PIC_X, usPosY, (BOBBYR_GRID_PIC_X + BOBBYR_GRID_PIC_WIDTH), (UINT16)(usPosY + BOBBYR_GRID_PIC_HEIGHT), MSYS_PRIORITY_HIGH,
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CURSOR_WWW, MSYS_NO_CALLBACK, SelectBigImageRegionCallBack);
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MSYS_DefineRegion( &gSelectedBigImageRegion[ i ], BOBBYR_GRID_PIC_X, usPosY, (BOBBYR_GRID_PIC_X + BOBBYR_GRID_PIC_WIDTH), (UINT16)(usPosY + BOBBYR_GRID_PIC_HEIGHT), MSYS_PRIORITY_HIGH, CURSOR_WWW, MSYS_NO_CALLBACK, SelectBigImageRegionCallBack);
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MSYS_AddRegion(&gSelectedBigImageRegion[ i ]);
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MSYS_SetRegionUserData( &gSelectedBigImageRegion[ i ], 0, i);
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//specify the help text only if the items is ammo
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if( Item[ pItemNumbers[ i ] ].usItemClass == IC_AMMO )
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{
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//and only if the user has an item that can use the particular type of ammo
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ubItemCount = CheckPlayersInventoryForGunMatchingGivenAmmoID( pItemNumbers[ i ] );
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if( ubItemCount != 0 )
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{
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swprintf( zItemName, L"%s %d %s",BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1], ubItemCount, BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2] );
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}
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else
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zItemName[0] = '\0';
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}
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else
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zItemName[0] = '\0';
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////specify the help text only if the items is ammo
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//if( Item[ pItemNumbers[ i ] ].usItemClass == IC_AMMO )
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//{
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// //and only if the user has an item that can use the particular type of ammo
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// ubItemCount = CheckPlayersInventoryForGunMatchingGivenAmmoID( pItemNumbers[ i ] );
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// if( ubItemCount != 0 )
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// {
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// swprintf( zItemName, L"%s %d %s",BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1], ubItemCount, BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2] );
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// }
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// else
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// zItemName[0] = '\0';
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//}
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//else
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// zItemName[0] = '\0';
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SetRegionFastHelpText( &gSelectedBigImageRegion[ i ], zItemName );
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//get item weight
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FLOAT fWeight = GetWeightBasedOnMetricOption(Item[ pItemNumbers[ i ] ].ubWeight)/10;
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//Calculate AP's
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//INT16 apStr[20];
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//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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//{
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// INT16 apStr2[20];
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// UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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// swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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// if (GetShotsPerBurst(pObject) > 0)
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// {
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// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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// wcscat( apStr, apStr2 );
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// }
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// else
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// {
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// wcscat( apStr, L" / -" );
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// }
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// if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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// {
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// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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// wcscat( apStr, apStr2 );
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// }
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// else
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// {
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// wcscat( apStr, L" / -" );
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// }
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//}
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//else
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//{
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// swprintf( (wchar_t *)apStr, L"" );
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//}
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//Info for weapons
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if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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{
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swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ],
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AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ pItemNumbers[ i ] ].bAccuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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Weapon[ pItemNumbers[ i ] ].ubImpact,
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gWeaponStatsDesc[ 10 ], //Range String
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Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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//apStr, //AP's
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L"- / - / -",
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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// The next is for ammunition which gets the measurement 'rnds'
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else if (Item[ pItemNumbers[ i ] ].usItemClass == IC_AMMO)
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{
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swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ], //Item long name
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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//Lal: do not delete, commented out for next version
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//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
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// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
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// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
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// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
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// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
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// pObject->ubShotsLeft[0], //Shots left
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// gWeaponStatsDesc[ 12 ], //Weight String
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// fWeight, //Weight
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// GetWeightUnitString() //Weight units
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// );
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}
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// explosives
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else if ( (Item[ pItemNumbers[ i ] ].usItemClass == IC_GRENADE)||(Item[ pItemNumbers[ i ] ].usItemClass == IC_BOMB) )
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{
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UINT16 explDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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UINT16 explStunDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ],
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gWeaponStatsDesc[ 11 ], //Damage String
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explDamage,
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gWeaponStatsDesc[ 13 ], //Stun Damage String
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explStunDamage, //Stun Damage
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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//Armor
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else if (Item[ pItemNumbers[ i ] ].usItemClass == IC_ARMOUR)
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{
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INT32 iProtection = Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection;
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switch( Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubArmourClass )
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{
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case( ARMOURCLASS_HELMET ):
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iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
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break;
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case( ARMOURCLASS_VEST ):
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iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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case( ARMOURCLASS_LEGGINGS ):
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iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
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break;
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case( ARMOURCLASS_PLATE ):
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iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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}
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swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d)\n%s %d%%\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ], //Item long name
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pInvPanelTitleStrings[ 4 ], //Protection string
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iProtection, //Protection rating in % based on best armor
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Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection, //Protection (raw data)
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pInvPanelTitleStrings[ 3 ], //Camo string
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Item[ pItemNumbers[ i ] ].camobonus, //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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// The final, and typical case, is that of an item with a percent status
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else
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{
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swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ], //Item long name
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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SetRegionFastHelpText( &gSelectedBigImageRegion[ i ], pStr );
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SetRegionHelpEndCallback( &gSelectedBigImageRegion[ i ], BobbyrRGunsHelpTextDoneCallBack );
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usPosY += BOBBYR_GRID_OFFSET;
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