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Import changes from the local SVN working copy
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@@ -238,7 +238,7 @@ extern MOUSE_REGION gMPanelRegion;
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extern BOOLEAN fMapInventoryItem;
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extern BOOLEAN gfAddingMoneyToMercFromPlayersAccount;
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extern SOLDIERTYPE *gpSMCurrentMerc;
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extern UINT8 gubSelectSMPanelToMerc;
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extern UINT16 gubSelectSMPanelToMerc;
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extern MOUSE_REGION gSM_SELMERCMoneyRegion;
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extern UINT32 guiMapInvSecondHandBlockout;
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@@ -8829,7 +8829,7 @@ void DrawItemTileCursor( )
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{
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INT32 usMapPos;
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UINT16 usIndex;
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UINT8 ubSoldierID;
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UINT16 ubSoldierID;
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INT16 sAPCost;
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BOOLEAN fRecalc;
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UINT32 uiCursorFlags;
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@@ -8935,7 +8935,7 @@ void DrawItemTileCursor( )
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{
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// OK, on a valid pass
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gfUIMouseOnValidCatcher = 4;
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gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
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gubUIValidCatcherID = gusUIFullTargetID;
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}
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else
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{
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@@ -8944,7 +8944,7 @@ void DrawItemTileCursor( )
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{
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// OK, set global that this buddy can see catch...
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gfUIMouseOnValidCatcher = TRUE;
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gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
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gubUIValidCatcherID = gusUIFullTargetID;
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}
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}
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}
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@@ -8978,7 +8978,7 @@ void DrawItemTileCursor( )
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// OK, set global that this buddy can see catch...
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gfUIMouseOnValidCatcher = 2;
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gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
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gubUIValidCatcherID = gusUIFullTargetID;
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// If this is a robot, change to say 'reload'
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if ( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
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@@ -9175,7 +9175,7 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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UINT8 ubDirection;
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UINT8 ubSoldierID;
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UINT16 ubSoldierID;
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UINT16 usItem;
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INT16 sAPCost;
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SOLDIERTYPE *pSoldier=NULL;
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@@ -9411,7 +9411,7 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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case ANIM_CROUCH:
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case ANIM_PRONE:
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AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0, -1 );
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NotifySoldiersToLookforItems( );
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break;
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}
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@@ -10960,7 +10960,7 @@ BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POO
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// Change to INV panel if not there already...
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gfSwitchPanel = TRUE;
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gbNewPanel = SM_PANEL;
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gubNewPanelParam = (UINT8)pSoldier->ubID;
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gubNewPanelParam = pSoldier->ubID;
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//Determine total #
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cnt = 0;
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@@ -12761,7 +12761,7 @@ void CancelItemPointer( )
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if ( !AutoPlaceObject( gpItemPointerSoldier, gpItemPointer, FALSE ) )
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{
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// Alright, place of the friggen ground!
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AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0, -1 );
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NotifySoldiersToLookforItems( );
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}
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}
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@@ -12769,7 +12769,7 @@ void CancelItemPointer( )
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else
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{
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// We drop it here.....
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AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0, -1 );
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NotifySoldiersToLookforItems( );
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}
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EndItemPointer( );
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@@ -12920,7 +12920,7 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
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// Change to INV panel if not there already...
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gfSwitchPanel = TRUE;
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gbNewPanel = SM_PANEL;
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gubNewPanelParam = (UINT8)pSoldier->ubID;
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gubNewPanelParam = pSoldier->ubID;
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gItemPickupMenu.ubTotalItems = ubCount;
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