- Bobby Ray Bugfixes (by Buggler)

o Fixed enabling/disabling filter buttons
o Rearranged BR's Guns sorting buttons to have same layout as Ammo's, e.g. 'Heavy W.' becoming last button
o Shifted 'Subtotal' to accomodate 7 figures in browsing screen
o Reassigned weird cheatmode financing key. New key: '=' +10k; '+' +100k; '-' -10k; '_' -100k. Formerly: '=' +100k; '-' -10k


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4682 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-10-04 16:11:17 +00:00
parent 6b57a9a246
commit 262b05817a
15 changed files with 198 additions and 84 deletions
+1 -1
View File
@@ -91,7 +91,7 @@ void RenderBobbyRAmmo()
DisplayItemInfo(IC_AMMO, guiCurrentAmmoFilterMode);
UpdateButtonText(guiCurrentLaptopMode);
UpdateAmmoFilterButtons(guiCurrentAmmoFilterMode, guiPrevAmmoFilterMode);
UpdateAmmoFilterButtons();
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
+1 -1
View File
@@ -92,7 +92,7 @@ void RenderBobbyRArmour()
UpdateButtonText(guiCurrentLaptopMode);
// TODO
UpdateArmourFilterButtons(guiCurrentArmourFilterMode, guiPrevArmourFilterMode);
UpdateArmourFilterButtons();
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
+162 -68
View File
@@ -131,7 +131,7 @@
#define BOBBYR_ORDER_FORM_Y LAPTOP_SCREEN_WEB_UL_Y + 367
#define BOBBYR_ORDER_FORM_WIDTH 95
#define BOBBYR_ORDER_SUBTOTAL_X iScreenWidthOffset + 490
#define BOBBYR_ORDER_SUBTOTAL_X iScreenWidthOffset + 470//490
#define BOBBYR_ORDER_SUBTOTAL_Y BOBBYR_ORDER_FORM_Y+2//BOBBYR_HOME_BUTTON_Y
#define BOBBYR_PERCENT_FUNTCIONAL_X BOBBYR_ORDER_SUBTOTAL_X
@@ -166,7 +166,7 @@ BobbyRayPurchaseStruct BobbyRayPurchases[ MAX_PURCHASE_AMOUNT ];
UINT32 guiBobbyRFilterGuns[ NUMBER_GUNS_FILTER_BUTTONS ];
UINT32 guiBobbyRFilterAmmo[ NUMBER_AMMO_FILTER_BUTTONS ];
UINT32 guiBobbyRFilterArmor[ NUMBER_ARMOUR_FILTER_BUTTONS ];
UINT32 guiBobbyRFilterArmour[ NUMBER_ARMOUR_FILTER_BUTTONS ];
UINT32 guiBobbyRFilterMisc[ NUMBER_MISC_FILTER_BUTTONS ];
UINT32 guiBobbyRFilterUsed[ NUMBER_USED_FILTER_BUTTONS ];
@@ -181,7 +181,6 @@ void BtnBobbyRFilterMiscCallback(GUI_BUTTON *btn,INT32 reason);
BOOLEAN IsAmmoMatchinWeaponType(UINT16 usItemIndex, UINT8 ubWeaponType);
INT8 ubFilterGunsButtonValues[] = {
BOBBYR_FILTER_GUNS_HEAVY,
BOBBYR_FILTER_GUNS_PISTOL,
BOBBYR_FILTER_GUNS_M_PISTOL,
BOBBYR_FILTER_GUNS_SMG,
@@ -189,7 +188,8 @@ INT8 ubFilterGunsButtonValues[] = {
BOBBYR_FILTER_GUNS_SN_RIFLE,
BOBBYR_FILTER_GUNS_AS_RIFLE,
BOBBYR_FILTER_GUNS_LMG,
BOBBYR_FILTER_GUNS_SHOTGUN};
BOBBYR_FILTER_GUNS_SHOTGUN,
BOBBYR_FILTER_GUNS_HEAVY};
INT8 ubFilterAmmoButtonValues[] = {
BOBBYR_FILTER_AMMO_PISTOL,
@@ -424,7 +424,7 @@ void RenderBobbyRGuns()
DisplayItemInfo( IC_BOBBY_GUN, guiCurrentGunFilterMode );
UpdateButtonText(guiCurrentLaptopMode);
UpdateGunFilterButtons(guiCurrentGunFilterMode, guiPrevGunFilterMode);
UpdateGunFilterButtons();
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
@@ -523,7 +523,7 @@ BOOLEAN InitBobbyRGunsFilterBar()
}
// Filter buttons
guiBobbyRFilterGuns[i] = CreateIconAndTextButton( guiBobbyRFilterImage, BobbyRFilter[BOBBYR_FILTER_GUNS_HEAVY+i], BOBBYR_GUNS_BUTTON_FONT,
guiBobbyRFilterGuns[i] = CreateIconAndTextButton( guiBobbyRFilterImage, BobbyRFilter[BOBBYR_FILTER_GUNS_PISTOL+i], BOBBYR_GUNS_BUTTON_FONT,
BOBBYR_GUNS_TEXT_COLOR_ON, BOBBYR_GUNS_SHADOW_COLOR,
BOBBYR_GUNS_TEXT_COLOR_OFF, BOBBYR_GUNS_SHADOW_COLOR,
TEXT_CJUSTIFIED,
@@ -608,16 +608,16 @@ BOOLEAN InitBobbyRArmourFilterBar()
}
// Filter buttons
guiBobbyRFilterArmor[i] = CreateIconAndTextButton( guiBobbyRFilterImage, BobbyRFilter[BOBBYR_FILTER_ARMOUR_HELM+i], BOBBYR_GUNS_BUTTON_FONT,
guiBobbyRFilterArmour[i] = CreateIconAndTextButton( guiBobbyRFilterImage, BobbyRFilter[BOBBYR_FILTER_ARMOUR_HELM+i], BOBBYR_GUNS_BUTTON_FONT,
BOBBYR_GUNS_TEXT_COLOR_ON, BOBBYR_GUNS_SHADOW_COLOR,
BOBBYR_GUNS_TEXT_COLOR_OFF, BOBBYR_GUNS_SHADOW_COLOR,
TEXT_CJUSTIFIED,
usPosX, FILTER_BUTTONS_Y + usYOffset, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnBobbyRFilterArmourCallback);
SetButtonCursor(guiBobbyRFilterArmor[i], CURSOR_LAPTOP_SCREEN);
SetButtonCursor(guiBobbyRFilterArmour[i], CURSOR_LAPTOP_SCREEN);
MSYS_SetBtnUserData( guiBobbyRFilterArmor[i], 0, ubFilterArmourButtonValues[bCurMode]);
MSYS_SetBtnUserData( guiBobbyRFilterArmour[i], 0, ubFilterArmourButtonValues[bCurMode]);
usPosX += BOBBYR_ARMOUR_FILTER_BUTTON_GAP;
bCurMode++;
@@ -841,8 +841,8 @@ BOOLEAN DeleteBobbyRArmourFilter()
for (i=0; i<NUMBER_ARMOUR_FILTER_BUTTONS; i++)
{
if(guiBobbyRFilterArmor[i])
RemoveButton (guiBobbyRFilterArmor[i]);
if(guiBobbyRFilterArmour[i])
RemoveButton (guiBobbyRFilterArmour[i]);
}
return (TRUE);
@@ -922,27 +922,25 @@ void BtnBobbyRPageMenuCallback(GUI_BUTTON *btn,INT32 reason)
case LAPTOP_MODE_BOBBY_R_GUNS:
guiPrevGunFilterMode = guiCurrentGunFilterMode;
guiCurrentGunFilterMode = -1;
UpdateGunFilterButtons(guiCurrentGunFilterMode, guiPrevGunFilterMode);
UpdateGunFilterButtons();
SetFirstLastPagesForNew(IC_BOBBY_GUN, guiCurrentGunFilterMode);
break;
case LAPTOP_MODE_BOBBY_R_AMMO:
guiPrevAmmoFilterMode = guiCurrentAmmoFilterMode;
guiCurrentAmmoFilterMode = -1;
UpdateAmmoFilterButtons(guiCurrentAmmoFilterMode, guiPrevAmmoFilterMode);
UpdateAmmoFilterButtons();
SetFirstLastPagesForNew(IC_AMMO, guiCurrentAmmoFilterMode);
break;
case LAPTOP_MODE_BOBBY_R_ARMOR:
guiPrevArmourFilterMode = guiCurrentArmourFilterMode;
guiCurrentArmourFilterMode = -1;
UpdateArmourFilterButtons(guiCurrentArmourFilterMode, guiPrevArmourFilterMode);
UpdateArmourFilterButtons();
SetFirstLastPagesForNew(IC_ARMOUR, guiCurrentArmourFilterMode);
break;
case LAPTOP_MODE_BOBBY_R_MISC:
guiPrevMiscFilterMode = guiCurrentMiscFilterMode;
guiCurrentMiscFilterMode = -1;
UpdateMiscFilterButtons();
SetFirstLastPagesForNew(IC_BOBBY_MISC, guiCurrentMiscFilterMode);
break;
case LAPTOP_MODE_BOBBY_R_USED:
@@ -987,11 +985,6 @@ void BtnBobbyRFilterGunsCallback(GUI_BUTTON *btn,INT32 reason)
switch (bNewValue)
{
// TODO: Add a new button "Heavy Weapons" (Weapon Type = NOT_GUN
// ItemClass = IC_LAUNCHER. (IC_LAUNCHER is already included in IC_BOBBY_GUN!)
case BOBBYR_FILTER_GUNS_HEAVY:
guiCurrentGunFilterMode = NOT_GUN;
break;
case BOBBYR_FILTER_GUNS_PISTOL:
guiCurrentGunFilterMode = GUN_PISTOL;
break;
@@ -1016,14 +1009,15 @@ void BtnBobbyRFilterGunsCallback(GUI_BUTTON *btn,INT32 reason)
case BOBBYR_FILTER_GUNS_SHOTGUN:
guiCurrentGunFilterMode = GUN_SHOTGUN;
break;
// "Heavy Weapons" (Weapon Type = NOT_GUN
// ItemClass = IC_LAUNCHER. (IC_LAUNCHER is already included in IC_BOBBY_GUN!)
case BOBBYR_FILTER_GUNS_HEAVY:
guiCurrentGunFilterMode = NOT_GUN;
break;
}
//if (guiCurrentAmmoFilterMode > -1)
{
SetFirstLastPagesForNew(IC_BOBBY_GUN, guiCurrentGunFilterMode);
}
UpdateGunFilterButtons(guiCurrentGunFilterMode, guiPrevGunFilterMode);
SetFirstLastPagesForNew(IC_BOBBY_GUN, guiCurrentGunFilterMode);
UpdateGunFilterButtons();
DeleteMouseRegionForBigImage();
fReDrawScreenFlag = TRUE;
@@ -1086,7 +1080,7 @@ void BtnBobbyRFilterAmmoCallback(GUI_BUTTON *btn,INT32 reason)
}
SetFirstLastPagesForNew(IC_AMMO, guiCurrentAmmoFilterMode);
UpdateAmmoFilterButtons(guiCurrentAmmoFilterMode, guiPrevAmmoFilterMode);
UpdateAmmoFilterButtons();
DeleteMouseRegionForBigImage();
fReDrawScreenFlag = TRUE;
@@ -1189,7 +1183,7 @@ void BtnBobbyRFilterArmourCallback(GUI_BUTTON *btn,INT32 reason)
SetFirstLastPagesForNew(IC_ARMOUR, guiCurrentArmourFilterMode);
UpdateArmourFilterButtons(guiCurrentArmourFilterMode, guiPrevArmourFilterMode);
UpdateArmourFilterButtons();
DeleteMouseRegionForBigImage();
fReDrawScreenFlag = TRUE;
@@ -3143,40 +3137,119 @@ void UpdateButtonText(UINT32 uiCurPage)
}
}
void UpdateAmmoFilterButtons(INT32 iNewButton, INT32 iOldButton)
void UpdateAmmoFilterButtons()
{
if (iNewButton != iOldButton)
{
if (iNewButton > -1)
{
// Disable new Button
DisableButton(guiBobbyRFilterAmmo[iNewButton - 1]);
}
EnableButton(guiBobbyRFilterAmmo[0]);
EnableButton(guiBobbyRFilterAmmo[1]);
EnableButton(guiBobbyRFilterAmmo[2]);
EnableButton(guiBobbyRFilterAmmo[3]);
EnableButton(guiBobbyRFilterAmmo[4]);
EnableButton(guiBobbyRFilterAmmo[5]);
EnableButton(guiBobbyRFilterAmmo[6]);
EnableButton(guiBobbyRFilterAmmo[7]);
if (iOldButton > -1)
{
// Enable old Button
EnableButton(guiBobbyRFilterAmmo[iOldButton - 1]);
}
switch (guiCurrentAmmoFilterMode)
{
case GUN_PISTOL:
DisableButton(guiBobbyRFilterAmmo[0]);
break;
case GUN_M_PISTOL:
DisableButton(guiBobbyRFilterAmmo[1]);
break;
case GUN_SMG:
DisableButton(guiBobbyRFilterAmmo[2]);
break;
case GUN_RIFLE:
DisableButton(guiBobbyRFilterAmmo[3]);
break;
case GUN_SN_RIFLE:
DisableButton(guiBobbyRFilterAmmo[4]);
break;
case GUN_AS_RIFLE:
DisableButton(guiBobbyRFilterAmmo[5]);
break;
case GUN_LMG:
DisableButton(guiBobbyRFilterAmmo[6]);
break;
case GUN_SHOTGUN:
DisableButton(guiBobbyRFilterAmmo[7]);
break;
}
//// Bugged when >1 row of buttons
//if (iNewButton != iOldButton)
//{
// if (iNewButton > -1)
// {
// // Disable new Button
// DisableButton(guiBobbyRFilterAmmo[iNewButton - 1]);
// }
// if (iOldButton > -1)
// {
// // Enable old Button
// EnableButton(guiBobbyRFilterAmmo[iOldButton - 1]);
// }
//}
}
void UpdateGunFilterButtons(INT32 iNewButton, INT32 iOldButton)
void UpdateGunFilterButtons()
{
if (iNewButton != iOldButton)
{
if (iNewButton > -1)
{
// Disable new Button
DisableButton(guiBobbyRFilterGuns[iNewButton]);
}
EnableButton(guiBobbyRFilterGuns[0]);
EnableButton(guiBobbyRFilterGuns[1]);
EnableButton(guiBobbyRFilterGuns[2]);
EnableButton(guiBobbyRFilterGuns[3]);
EnableButton(guiBobbyRFilterGuns[4]);
EnableButton(guiBobbyRFilterGuns[5]);
EnableButton(guiBobbyRFilterGuns[6]);
EnableButton(guiBobbyRFilterGuns[7]);
EnableButton(guiBobbyRFilterGuns[8]);
if (iOldButton > -1)
{
// Enable old Button
EnableButton(guiBobbyRFilterGuns[iOldButton]);
}
switch (guiCurrentGunFilterMode)
{
case GUN_PISTOL:
DisableButton(guiBobbyRFilterGuns[0]);
break;
case GUN_M_PISTOL:
DisableButton(guiBobbyRFilterGuns[1]);
break;
case GUN_SMG:
DisableButton(guiBobbyRFilterGuns[2]);
break;
case GUN_RIFLE:
DisableButton(guiBobbyRFilterGuns[3]);
break;
case GUN_SN_RIFLE:
DisableButton(guiBobbyRFilterGuns[4]);
break;
case GUN_AS_RIFLE:
DisableButton(guiBobbyRFilterGuns[5]);
break;
case GUN_LMG:
DisableButton(guiBobbyRFilterGuns[6]);
break;
case GUN_SHOTGUN:
DisableButton(guiBobbyRFilterGuns[7]);
break;
case NOT_GUN:
DisableButton(guiBobbyRFilterGuns[8]);
break;
}
//if (iNewButton != iOldButton)
//{
// if (iNewButton > -1)
// {
// // Disable new Button
// DisableButton(guiBobbyRFilterGuns[iNewButton - 1]);
// }
// if (iOldButton > -1)
// {
// // Enable old Button
// EnableButton(guiBobbyRFilterGuns[iOldButton - 1]);
// }
//}
}
void UpdateUsedFilterButtons()
@@ -3204,22 +3277,43 @@ void UpdateUsedFilterButtons()
}
}
void UpdateArmourFilterButtons(INT32 iNewButton, INT32 iOldButton)
void UpdateArmourFilterButtons()
{
if (iNewButton != iOldButton)
{
if (iNewButton > -1)
{
// Disable new Button
DisableButton(guiBobbyRFilterArmor[iNewButton]);
}
EnableButton(guiBobbyRFilterArmour[0]);
EnableButton(guiBobbyRFilterArmour[1]);
EnableButton(guiBobbyRFilterArmour[2]);
EnableButton(guiBobbyRFilterArmour[3]);
if (iOldButton > -1)
{
// Enable old Button
EnableButton(guiBobbyRFilterArmor[iOldButton]);
}
switch (guiCurrentArmourFilterMode)
{
case ARMOURCLASS_HELMET:
DisableButton(guiBobbyRFilterArmour[0]);
break;
case ARMOURCLASS_VEST:
DisableButton(guiBobbyRFilterArmour[1]);
break;
case ARMOURCLASS_LEGGINGS:
DisableButton(guiBobbyRFilterArmour[2]);
break;
case ARMOURCLASS_PLATE:
DisableButton(guiBobbyRFilterArmour[3]);
break;
}
//if (iNewButton != iOldButton)
//{
// if (iNewButton > -1)
// {
// // Disable new Button
// DisableButton(guiBobbyRFilterArmor[iNewButton]);
// }
// if (iOldButton > -1)
// {
// // Enable old Button
// EnableButton(guiBobbyRFilterArmor[iOldButton]);
// }
//}
}
void UpdateMiscFilterButtons()
+3 -3
View File
@@ -59,10 +59,10 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter);
void DeleteMouseRegionForBigImage();
void UpdateButtonText(UINT32 uiCurPage);
void UpdateAmmoFilterButtons(INT32 iNewButton, INT32 iOldButton);
void UpdateGunFilterButtons(INT32 iNewButton, INT32 iOldButton);
void UpdateAmmoFilterButtons();
void UpdateGunFilterButtons();
void UpdateUsedFilterButtons();
void UpdateArmourFilterButtons(INT32 iNewButton, INT32 iOldButton);
void UpdateArmourFilterButtons();
void UpdateMiscFilterButtons();
void EnterInitBobbyRGuns();
+20
View File
@@ -5564,6 +5564,16 @@ void HandleKeyBoardShortCutsForLapTop( UINT16 usEvent, UINT32 usParam, UINT16 us
//adding money
else if ((usEvent == KEY_DOWN )&& ( usParam == '=' ))
{
if( CHEATER_CHEAT_LEVEL( ) )
{
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), 10000 );
MarkButtonsDirty( );
}
}
//adding lots of money
else if ((usEvent == KEY_DOWN )&& ( usParam == '+' ))
{
if( CHEATER_CHEAT_LEVEL( ) )
{
@@ -5581,6 +5591,16 @@ void HandleKeyBoardShortCutsForLapTop( UINT16 usEvent, UINT32 usParam, UINT16 us
MarkButtonsDirty( );
}
}
//subtracting lots of money
else if( (usEvent == KEY_DOWN ) && ( usParam == '_' ) )
{
if( CHEATER_CHEAT_LEVEL( ) )
{
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), -100000 );
MarkButtonsDirty( );
}
}
#ifdef JA2TESTVERSION
+2 -2
View File
@@ -987,7 +987,6 @@ extern STR16 BobbyROrderFormText[];
enum
{
// Guns
BOBBYR_FILTER_GUNS_HEAVY,
BOBBYR_FILTER_GUNS_PISTOL,
BOBBYR_FILTER_GUNS_M_PISTOL,
BOBBYR_FILTER_GUNS_SMG,
@@ -996,8 +995,8 @@ enum
BOBBYR_FILTER_GUNS_AS_RIFLE,
BOBBYR_FILTER_GUNS_LMG,
BOBBYR_FILTER_GUNS_SHOTGUN,
BOBBYR_FILTER_GUNS_HEAVY,
// Ammo
//BOBBYR_FILTER_AMMO_HEAVY,
BOBBYR_FILTER_AMMO_PISTOL,
BOBBYR_FILTER_AMMO_M_PISTOL,
BOBBYR_FILTER_AMMO_SMG,
@@ -1006,6 +1005,7 @@ enum
BOBBYR_FILTER_AMMO_AS_RIFLE,
BOBBYR_FILTER_AMMO_LMG,
BOBBYR_FILTER_AMMO_SHOTGUN,
//BOBBYR_FILTER_AMMO_HEAVY,
// Used
BOBBYR_FILTER_USED_GUNS,
BOBBYR_FILTER_USED_ARMOR,
+1 -1
View File
@@ -4210,7 +4210,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"重武器", //"Heavy W.",
L"手枪", //"Pistol",
L"自动手枪", //"M. Pistol",
L"冲锋枪", //"SMG",
@@ -4219,6 +4218,7 @@ STR16 BobbyRFilter[] =
L"突击歩枪", //"AS Rifle",
L"机枪", //"MG",
L"霰弹枪", //"Shotgun",
L"重武器", //"Heavy W.",
// Ammo
L"手枪", //"Pistol",
+1 -1
View File
@@ -4207,7 +4207,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Heavy W.",
L"Pistol",
L"M. Pistol",
L"SMG",
@@ -4216,6 +4215,7 @@ STR16 BobbyRFilter[] =
L"AS Rifle",
L"MG",
L"Shotgun",
L"Heavy W.",
// Ammo
L"Pistol",
+1 -1
View File
@@ -4211,7 +4211,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Heavy W.",
L"Pistol",
L"M. Pistol",
L"SMG",
@@ -4220,6 +4219,7 @@ STR16 BobbyRFilter[] =
L"AS Rifle",
L"MG",
L"Shotgun",
L"Heavy W.",
// Ammo
L"Pistol",
+1 -1
View File
@@ -4212,7 +4212,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Arm.Lourd",
L"Arm.poing",
L"Pist. M.",
L"Mitraill.",
@@ -4221,6 +4220,7 @@ STR16 BobbyRFilter[] =
L"F.d'assa.",
L"M. légère",
L"F.à pompe",
L"Arm.Lourd",
// Ammo
L"Arm.poing",
+1 -1
View File
@@ -4111,7 +4111,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Schwere W.",
L"Pistolen",
L"MPs",
L"SMGs",
@@ -4120,6 +4119,7 @@ STR16 BobbyRFilter[] =
L"Sturmgew.",
L"MGs",
L"Schrotfl.",
L"Schwere W.",
// Ammo
L"Pistole",
+1 -1
View File
@@ -4202,7 +4202,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Heavy W.",
L"Pistol",
L"M. Pistol",
L"SMG",
@@ -4211,6 +4210,7 @@ STR16 BobbyRFilter[] =
L"AS Rifle",
L"MG",
L"Shotgun",
L"Heavy W.",
// Ammo
L"Pistol",
+1 -1
View File
@@ -4210,7 +4210,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Inny",
L"Pistolet",
L"Pistolet maszynowy",
L"Karabin maszynowy",
@@ -4219,6 +4218,7 @@ STR16 BobbyRFilter[] =
L"Karabin bojowy",
L"Lekki karabin maszynowy",
L"Strzelba",
L"Inny",
// Ammo
L"Pistolet",
+1 -1
View File
@@ -4207,7 +4207,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Тяжелое",
L"Пистолеты",
L"Авт.пистол.",
L"ПП",
@@ -4216,6 +4215,7 @@ STR16 BobbyRFilter[] =
L"Шт.винтовки",
L"Пулеметы",
L"Ружья",
L"Тяжелое",
// Ammo
L"Пистолеты",
+1 -1
View File
@@ -4212,7 +4212,6 @@ STR16 BobbyROrderFormText[] =
STR16 BobbyRFilter[] =
{
// Guns
L"Heavy W.",
L"Pistol",
L"M. Pistol",
L"SMG",
@@ -4221,6 +4220,7 @@ STR16 BobbyRFilter[] =
L"AS Rifle",
L"MG",
L"Shotgun",
L"Heavy W.",
// Ammo
L"Pistol",