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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Import changes from the local SVN working copy
This commit is contained in:
@@ -70,8 +70,8 @@ extern UILayout_CharPanelIconRegion UI_CHAR_Icon;
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extern UILayout_CharList UI_CHARLIST;
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// marke strogg more mercs
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extern UINT8 FIRSTmercTOdisplay = 0 ;
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extern UINT8 maxNumberOfMercVisibleInStrategyList = 0; // WANNE: Max merc displayed in the list depends on the resolution
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extern UINT16 FIRSTmercTOdisplay = 0 ;
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extern UINT16 maxNumberOfMercVisibleInStrategyList = 0; // WANNE: Max merc displayed in the list depends on the resolution
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// inventory pool position on screen
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#define MAP_INVEN_POOL_X 300
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@@ -227,7 +227,7 @@ extern UINT32 guiSAVEBUFFER;
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extern BOOLEAN fShowInventoryFlag;
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extern FACETYPE *gpCurrentTalkingFace;
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extern UINT8 gubCurrentTalkingID;
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extern UINT16 gubCurrentTalkingID;
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extern BOOLEAN fMapScreenBottomDirty;
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extern MOUSE_REGION gMPanelRegion;
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@@ -1355,7 +1355,7 @@ void HandleDisplayOfSelectedMercArrows( void )
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{
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INT16 sYPosition = 0;
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HVOBJECT hHandle;
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UINT8 ubCount = 0;
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UINT16 ubCount = 0;
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UINT16 selectedCharArrowX = UI_CHARLIST.Region.x + 1;
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@@ -2119,8 +2119,8 @@ void FindAndSetThisContractSoldier( SOLDIERTYPE *pSoldier )
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{
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if( gCharactersList[ iCounter].usSolID == pSoldier->ubID )
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{
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ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE );
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bSelectedContractChar = ( INT8 )iCounter;
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ChangeSelectedInfoChar( ( INT16 )iCounter, TRUE );
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bSelectedContractChar = ( INT16 )iCounter;
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fShowContractMenu = TRUE;
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// create
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@@ -2373,9 +2373,9 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
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{
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PLAYERGROUP *pPlayer;
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SOLDIERTYPE *pSoldier;
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UINT8 ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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UINT16 ubMercsInGroup[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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// if traversing tactically, don't do this, unless time compression was required for some reason (don't go to sector)
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@@ -2406,7 +2406,7 @@ void RandomMercInGroupSaysQuote( GROUP *pGroup, UINT16 usQuoteNum )
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// At least say quote....
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
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TacticalCharacterDialogue( pSoldier, usQuoteNum );
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@@ -2454,7 +2454,7 @@ BOOLEAN ValidSelectableCharForNextOrPrev( INT32 iNewCharSlot )
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if ( fShowInventoryFlag || fHoldingItem )
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{
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// the new guy must have accessible inventory
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if ( !MapCharacterHasAccessibleInventory( ( INT8 ) iNewCharSlot ) )
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if ( !MapCharacterHasAccessibleInventory( ( INT16 ) iNewCharSlot ) )
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{
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return( FALSE );
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}
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@@ -3761,60 +3761,67 @@ void CreatePopUpBoxForMovementBox( void )
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// create the pop up box and mouse regions for movement list
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// create basic box
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CreatePopUpBox(&ghMoveBox, AssignmentDimensions, MovePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
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// create basic box
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CreatePopUpBox(&ghMoveBox, AssignmentDimensions, MovePosition, ( POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
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// which buffer will box render to
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SetBoxBuffer(ghMoveBox, FRAME_BUFFER);
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// which buffer will box render to
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SetBoxBuffer(ghMoveBox, FRAME_BUFFER);
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// border type?
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SetBorderType(ghMoveBox,guiPOPUPBORDERS);
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// border type?
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SetBorderType(ghMoveBox,guiPOPUPBORDERS);
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// background texture
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SetBackGroundSurface(ghMoveBox, guiPOPUPTEX);
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// background texture
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SetBackGroundSurface(ghMoveBox, guiPOPUPTEX);
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// margin sizes
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SetMargins( ghMoveBox, 6, 6, 4, 4 );
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// margin sizes
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SetMargins( ghMoveBox, 6, 6, 4, 4 );
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// space between lines
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SetLineSpace(ghMoveBox, 2);
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// space between lines
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SetLineSpace(ghMoveBox, 2);
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// set current box to this one
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SetCurrentBox( ghMoveBox );
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// set current box to this one
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SetCurrentBox( ghMoveBox );
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// add strings
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AddStringsToMoveBox( );
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// add strings
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AddStringsToMoveBox( );
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// set font type
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SetBoxFont(ghMoveBox, MAP_SCREEN_FONT);
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// set font type
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SetBoxFont(ghMoveBox, MAP_SCREEN_FONT);
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// set highlight color
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SetBoxHighLight(ghMoveBox, FONT_WHITE);
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// set highlight color
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SetBoxHighLight(ghMoveBox, FONT_WHITE);
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// unhighlighted color
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SetBoxForeground(ghMoveBox, FONT_LTGREEN);
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// unhighlighted color
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SetBoxForeground(ghMoveBox, FONT_LTGREEN);
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// make the header line WHITE
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SetBoxLineForeground( ghMoveBox, 0, FONT_WHITE );
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// make the header line WHITE
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SetBoxLineForeground( ghMoveBox, 0, FONT_WHITE );
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// make the done and cancel lines YELLOW
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SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 1, FONT_YELLOW );
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// make the done and cancel lines YELLOW
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SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 1, FONT_YELLOW );
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if ( IsAnythingSelectedForMoving() )
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{
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SetBoxLineForeground( ghMoveBox, GetNumberOfLinesOfTextInBox( ghMoveBox ) - 2, FONT_YELLOW );
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}
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// background color
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SetBoxBackground(ghMoveBox, FONT_BLACK);
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// background color
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SetBoxBackground(ghMoveBox, FONT_BLACK);
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// shaded color..for darkened text
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SetBoxShade( ghMoveBox, FONT_BLACK );
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// shaded color..for darkened text
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SetBoxShade( ghMoveBox, FONT_BLACK );
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SetBoxSecondColumnForeground(ghMoveBox, FONT_LTGREEN);
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SetBoxSecondColumnBackground(ghMoveBox, FONT_BLACK);
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SetBoxSecondColumnHighLight(ghMoveBox, FONT_WHITE);
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SetBoxSecondColumnShade(ghMoveBox, FONT_BLACK);
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SetBoxSecondColumnFont(ghMoveBox, MAP_SCREEN_FONT);
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SetBoxSecondColumnMinimumOffset(ghMoveBox, 1);
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SetBoxSecondColumnOffsetAdjustment(ghMoveBox, -50);
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// resize box to text
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ResizeBoxToText( ghMoveBox );
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// resize box to text
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ResizeBoxToText( ghMoveBox );
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GetBoxPosition( ghMoveBox, &Position);
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GetBoxSize( ghMoveBox, &Dimensions );
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@@ -3841,7 +3848,9 @@ void AddStringsToMoveBox( void )
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CHAR16 sString[ 128 ], sStringB[ 128 ];
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UINT32 hStringHandle;
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BOOLEAN fFirstOne = TRUE;
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const INT32 firstColumnMaxEntries = 4 * gGameOptions.ubSquadSize;
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INT32 entries = 0;
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bool isFirstColumnFull = false;
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// set the current box
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SetCurrentBox( ghMoveBox );
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@@ -3854,16 +3863,19 @@ void AddStringsToMoveBox( void )
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GetShortSectorString( sSelMapX, sSelMapY, sStringB );
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swprintf( sString, L"%s %s", pMovementMenuStrings[ 0 ], sStringB );
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AddMonoString(&hStringHandle, sString );
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AddSecondColumnMonoString(&hStringHandle, L"");
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// blank line
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AddMonoString(&hStringHandle, L"" );
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AddSecondColumnMonoString(&hStringHandle, L"");
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// add Select all line
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if (giNumberOfSquadsInSectorMoving > 1)
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{
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swprintf(sString, L"%s", pMovementMenuStrings[4]);
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AddMonoString(&hStringHandle, sString);
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AddSecondColumnMonoString(&hStringHandle, L"");
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}
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@@ -3885,7 +3897,15 @@ void AddStringsToMoveBox( void )
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else
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swprintf( sString, L"%s", pSquadMenuStrings[iSquadMovingList[ iCount ] ] );
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}
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AddMonoString(&hStringHandle, sString );
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if (!isFirstColumnFull)
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{
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AddMonoString(&hStringHandle, sString);
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}
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else
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{
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AddMonoStringToSecondColumn(&hStringHandle, sString );
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}
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entries += 1;
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// now add all the grunts in it
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for( iCountB = 0; iCountB < giNumberOfSoldiersInSectorMoving; iCountB++ )
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@@ -3901,9 +3921,23 @@ void AddStringsToMoveBox( void )
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{
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swprintf( sString, L" %s", pSoldierMovingList[ iCountB ]->name );
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}
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AddMonoString(&hStringHandle, sString );
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if (!isFirstColumnFull)
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{
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AddMonoString(&hStringHandle, sString);
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}
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else
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{
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AddMonoStringToSecondColumn(&hStringHandle, sString);
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}
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entries += 1;
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}
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}
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if (entries > firstColumnMaxEntries)
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{
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isFirstColumnFull = true;
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}
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}
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@@ -4202,7 +4236,7 @@ void ClearMouseRegionsForMoveBox( void )
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INT32 iCounter = 0;
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// run through list of mouse regions
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for( iCounter = 0; iCounter < ( INT32 )GetNumberOfLinesOfTextInBox( ghMoveBox ); iCounter++ )
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for( iCounter = 0; iCounter < ( INT32 )(GetNumberOfLinesOfTextInBox( ghMoveBox ) + GetNumberOfSecondaryLinesOfTextInBox(ghMoveBox)); iCounter++)
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{
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// remove this region
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MSYS_RemoveRegion( &gMoveMenuRegion[ iCounter ] );
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@@ -4647,11 +4681,11 @@ void HandleSettingTheSelectedListOfMercs( void )
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// yes, then set them as the destination plotting character for movement arrow purposes
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fFirstOne = FALSE;
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SetSelectedDestChar(( INT8 )iCounter );
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SetSelectedDestChar(( INT16 )iCounter );
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// make DEST column glow
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giDestHighLine = iCounter;
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ChangeSelectedInfoChar( ( INT8 ) iCounter, TRUE );
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ChangeSelectedInfoChar( ( INT16 ) iCounter, TRUE );
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}
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// add this guy to the selected list of grunts
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@@ -6185,7 +6219,7 @@ BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbErrorNumber
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( !pSoldier->flags.fBetweenSectors ) && gMercProfiles[ ELDIN ].bMercStatus != MERC_IS_DEAD )
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{
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//DBrot: More Rooms
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UINT8 /*ubRoom,*/ cnt;
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UINT16 /*ubRoom,*/ cnt;
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UINT16 usRoom;
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SOLDIERTYPE * pSoldier2;
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