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Import changes from the local SVN working copy
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@@ -299,7 +299,7 @@ INT32 giSKIMessageBox=-1;
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INT8 gbSelectedArmsDealerID = -1; //Contains the enum value for the currently selected arms dealer
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// Flugente: while we're trading, store the ID of non-NPC dealers
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UINT8 gusIDOfCivTrader = NOBODY;
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UINT16 gusIDOfCivTrader = NOBODY;
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//the quote that is in progress, in certain circumstances, we don't want queuing of related but different quotes
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INT32 giShopKeepDialogueEventinProgress = - 1;
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@@ -360,7 +360,7 @@ BOOLEAN gfDoneBusinessThisSession = FALSE;
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// this is used within SKI exclusively, to handle small faces
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UINT8 gubArrayOfEmployedMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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UINT32 guiSmallSoldiersFace[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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UINT8 gubNumberMercsInArray;
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UINT16 gubNumberMercsInArray;
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//The subutitled text for what the merc is saying
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CHAR16 gsShopKeeperTalkingText[ SKI_SUBTITLE_TEXT_SIZE ];
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@@ -392,7 +392,7 @@ extern OBJECTTYPE *gpItemDescObject;
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extern OBJECTTYPE *gpItemDescPrevObject;
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extern OBJECTTYPE *gpItemDescPrevObject;
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extern void HandleShortCutExitState( void );
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extern UINT8 gubSelectSMPanelToMerc;
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extern UINT16 gubSelectSMPanelToMerc;
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extern INT32 giItemDescAmmoButton;
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extern BOOLEAN BltVSurfaceUsingDD( HVSURFACE hDestVSurface, HVSURFACE hSrcVSurface, UINT32 fBltFlags, INT32 iDestX, INT32 iDestY, RECT *SrcRect );
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@@ -875,8 +875,8 @@ BOOLEAN EnterShopKeeperInterface()
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//Reinitialize the team panel to be the SM panel
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SetCurrentInterfacePanel( SM_PANEL );
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SetCurrentTacticalPanelCurrentMerc( (UINT8)gusSelectedSoldier );
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SetSMPanelCurrentMerc( (UINT8)gusSelectedSoldier );
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SetCurrentTacticalPanelCurrentMerc( gusSelectedSoldier );
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SetSMPanelCurrentMerc( gusSelectedSoldier );
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// load the Main trade screen background image
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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@@ -1132,7 +1132,7 @@ BOOLEAN ExitShopKeeperInterface()
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UnloadButtonImage( guiSKI_InvPageDownButtonImage );
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//loop through the area and delete small faces
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for (UINT8 ubCnt=0; ubCnt<gubNumberMercsInArray; ++ubCnt)
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for (UINT16 ubCnt=0; ubCnt<gubNumberMercsInArray; ++ubCnt)
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{
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DeleteVideoObjectFromIndex( guiSmallSoldiersFace[ ubCnt ] );
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}
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@@ -2466,7 +2466,7 @@ void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer )
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}
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// Flugente: set up shopkeeper with a non-NPC
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void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID )
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void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT16 aMercID )
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{
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gusIDOfCivTrader = aMercID;
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@@ -5206,7 +5206,7 @@ int CountNumberOfItemsInTheArmsDealersOfferArea( )
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INT8 GetSlotNumberForMerc( UINT8 ubProfile )
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{
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for( INT8 bCnt = 0; bCnt < gubNumberMercsInArray; ++bCnt )
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for( UINT16 bCnt = 0; bCnt < gubNumberMercsInArray; ++bCnt )
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{
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if( gubArrayOfEmployedMercs[ bCnt ] == ubProfile )
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return( bCnt );
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@@ -6691,7 +6691,7 @@ void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT16 sSectorX, sSectorY;
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UINT8 ubID;
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UINT16 ubID;
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GetCurrentWorldSector( &sSectorX, &sSectorY );
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