mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Merged the two parts of RenderItemDescriptionBox function (strategic and tactical) into a single function. Now any change automatically effects both version of the box.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2444 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+118
-46
@@ -264,6 +264,7 @@ extern INV_DESC_STATS gWeaponStats[];
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extern INV_DESC_STATS gMoneyStats[];
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extern SGPRect gItemDescProsConsRects[];
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extern INV_DESC_STATS gLBEStats[];
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extern INV_ATTACHXY gItemDescAttachmentsXY[];
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// HEADROCK: New array to contain locations for MiscItem stats.
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INV_DESC_STATS gMiscItemStatsEDB[28];
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@@ -291,7 +292,7 @@ UINT8 UsingEDBSystem()
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return 0;
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if(gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] == TRUE)
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{
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if(guiCurrentScreen ==MAP_SCREEN) //Strategic
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if(guiCurrentScreen == MAP_SCREEN) //Strategic
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{
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if(gGameExternalOptions.fEnhancedDescriptionBox == 0)
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return 1;
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@@ -735,14 +736,40 @@ void InitEDBCoords()
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}
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}
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void SetupItemDescAttachmentsXY(UINT8 ID, INT16 sX, INT16 sY, INT16 sHeight, INT16 sWidth, INT16 sBarDx, INT16 sBarDy)
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{
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gItemDescAttachmentsXY[ID].sX = sX;
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gItemDescAttachmentsXY[ID].sY = sY;
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gItemDescAttachmentsXY[ID].sHeight = sHeight;
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gItemDescAttachmentsXY[ID].sWidth = sWidth;
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gItemDescAttachmentsXY[ID].sBarDx = sBarDx;
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gItemDescAttachmentsXY[ID].sBarDy = sBarDy;
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}
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void InitDescStatCoords()
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{
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if( guiCurrentScreen == MAP_SCREEN )
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{
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SetupItemDescAttachmentsXY(0, 175, 9, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-9, INV_BAR_DY);
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SetupItemDescAttachmentsXY(1, 213, 9, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-9, INV_BAR_DY);
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SetupItemDescAttachmentsXY(2, 175, 37, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-9, INV_BAR_DY);
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SetupItemDescAttachmentsXY(3, 213, 37, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-9, INV_BAR_DY);
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}
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else
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{
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SetupItemDescAttachmentsXY(0, 133, 11, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-8, INV_BAR_DY+1);
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SetupItemDescAttachmentsXY(1, 167, 11, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-8, INV_BAR_DY+1);
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SetupItemDescAttachmentsXY(2, 133, 38, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-8, INV_BAR_DY+1);
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SetupItemDescAttachmentsXY(3, 167, 38, SM_INV_SLOT_HEIGHT, ATTACH_SLOT_WIDTH, INV_BAR_DX-8, INV_BAR_DY+1);
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}
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if(UsingEDBSystem() > 0)
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{
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if( guiCurrentScreen == MAP_SCREEN )
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{
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gWeaponStats[0].sX = 52; gWeaponStats[0].sY = 98; gWeaponStats[0].sValDx = 70; // 0) STATUS
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gWeaponStats[1].sX = 52; gWeaponStats[1].sY = 108; gWeaponStats[1].sValDx = 70; // 1) WEIGHT
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gWeaponStats[0].sX = 52; gWeaponStats[0].sY = 98; gWeaponStats[0].sValDx = 76; // 0) STATUS
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gWeaponStats[1].sX = 52; gWeaponStats[1].sY = 108; gWeaponStats[1].sValDx = 76; // 1) WEIGHT
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// Labels and Values
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gWeaponStats[2].sX = 47; gWeaponStats[2].sY = 124; gWeaponStats[2].sValDx = 30; // 2) COL 1; ROW 1
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gWeaponStats[3].sX = 47; gWeaponStats[3].sY = 136; gWeaponStats[3].sValDx = 30; // 3) COL 1; ROW 2
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gWeaponStats[4].sX = 47; gWeaponStats[4].sY = 148; gWeaponStats[4].sValDx = 30; // 4) COL 1; ROW 3
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@@ -935,8 +962,8 @@ void InitDescStatCoords()
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{
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if(guiCurrentScreen ==MAP_SCREEN)
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{
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gWeaponStats[0].sX = 52; gWeaponStats[0].sY = 98; gWeaponStats[0].sValDx = 80; // 0) STATUS
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gWeaponStats[1].sX = 52; gWeaponStats[1].sY = 108; gWeaponStats[1].sValDx = 80; // 1) WEIGHT
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gWeaponStats[0].sX = 52; gWeaponStats[0].sY = 98; gWeaponStats[0].sValDx = 89; // 0) STATUS
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gWeaponStats[1].sX = 52; gWeaponStats[1].sY = 108; gWeaponStats[1].sValDx = 89; // 1) WEIGHT
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gWeaponStats[2].sX = 117; gWeaponStats[2].sY = 124; gWeaponStats[2].sValDx = 21; // 2) RANGE
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gWeaponStats[3].sX = 52; gWeaponStats[3].sY = 124; gWeaponStats[3].sValDx = 30; // 3) DAMAGE
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gWeaponStats[4].sX = 52; gWeaponStats[4].sY = 98; gWeaponStats[4].sValDx = 80;
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@@ -1434,28 +1461,51 @@ void InitItemDescriptionBoxOffsets()
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BULLET_COL2ROW6_Y = (184 + gsInvDescY);
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BULLET_COL2ROW7_X = (144 + gsInvDescX);
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BULLET_COL2ROW7_Y = (196 + gsInvDescY);
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ITEMDESC_CALIBER_X = (105 + gsInvDescX);
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ITEMDESC_CALIBER_Y = ( 66 + gsInvDescY);
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ITEMDESC_CALIBER_WIDTH = 149;
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ITEMDESC_NAME_X = ( 7 + gsInvDescX);
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ITEMDESC_NAME_Y = ( 65 + gsInvDescY);
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ITEMDESC_ITEM_X = ( 25 + gsInvDescX);
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ITEMDESC_ITEM_Y = ( 6 + gsInvDescY);
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// END ICONS SEGMENT
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ITEMDESC_DESC_START_X = ( 23 + gsInvDescX );
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ITEMDESC_DESC_START_Y = (230 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 23 + gsInvDescX );
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ITEMDESC_PROS_START_Y = (290 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 23 + gsInvDescX );
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ITEMDESC_CONS_START_Y = (300 + gsInvDescY);
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ITEMDESC_DESC_START_X = ( 23 + gsInvDescX );
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ITEMDESC_DESC_START_Y = (230 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 23 + gsInvDescX );
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ITEMDESC_PROS_START_Y = (290 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 23 + gsInvDescX );
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ITEMDESC_CONS_START_Y = (300 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 220;
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ITEMDESC_ITEM_STATUS_X = ( 18 + gsInvDescX );
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ITEMDESC_ITEM_STATUS_Y = ( 53 + gsInvDescY );
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ITEMDESC_ITEM_STATUS_HEIGHT = 40;
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}
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else
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{
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// STRATEGIC Description Box Icon locations
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BULLET_SING_X = (77 + gsInvDescX);
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BULLET_SING_Y = (135 + gsInvDescY);
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BULLET_SING_X = ( 77 + gsInvDescX);
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BULLET_SING_Y = (135 + gsInvDescY);
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BULLET_BURST_X = (117 + gsInvDescX);
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BULLET_BURST_Y = (135 + gsInvDescY);
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ITEMDESC_CALIBER_X = (105 + gsInvDescX);
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ITEMDESC_CALIBER_Y = ( 66 + gsInvDescY);
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ITEMDESC_CALIBER_WIDTH = 149;
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ITEMDESC_NAME_X = ( 7 + gsInvDescX);
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ITEMDESC_NAME_Y = ( 65 + gsInvDescY);
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ITEMDESC_ITEM_X = ( 25 + gsInvDescX);
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ITEMDESC_ITEM_Y = ( 6 + gsInvDescY);
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// END ICONS SEGMENT
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ITEMDESC_DESC_START_X = ( 23 + gsInvDescX ); // Description Text Box, Strategic
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ITEMDESC_DESC_START_Y = (170 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 23 + gsInvDescX ); // Pros, Strategic
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ITEMDESC_PROS_START_Y = (230 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 23 + gsInvDescX ); // Cons, Strategic
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ITEMDESC_CONS_START_Y = (240 + gsInvDescY);
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ITEMDESC_DESC_START_X = ( 23 + gsInvDescX ); // Description Text Box, Strategic
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ITEMDESC_DESC_START_Y = (170 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 23 + gsInvDescX ); // Pros, Strategic
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ITEMDESC_PROS_START_Y = (230 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 23 + gsInvDescX ); // Cons, Strategic
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ITEMDESC_CONS_START_Y = (240 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 220;
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ITEMDESC_ITEM_STATUS_X = ( 18 + gsInvDescX );
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ITEMDESC_ITEM_STATUS_Y = ( 53 + gsInvDescY );
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ITEMDESC_ITEM_STATUS_HEIGHT = 40;
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}
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}
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else //Tactical
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@@ -1615,16 +1665,23 @@ void InitItemDescriptionBoxOffsets()
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BULLET_COL1ROW11_Y = (164 + gsInvDescY);
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BULLET_COL1ROW12_X = (203 + gsInvDescX);
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BULLET_COL1ROW12_Y = (176 + gsInvDescY);
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ITEMDESC_CALIBER_X = (50 + gsInvDescX);
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ITEMDESC_CALIBER_Y = (78 + gsInvDescY);
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ITEMDESC_DESC_START_X = (11 + gsInvDescX);
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ITEMDESC_DESC_START_Y = (94 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 11 + gsInvDescX );
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ITEMDESC_PROS_START_Y = (168 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 11 + gsInvDescX );
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ITEMDESC_CONS_START_Y = (178 + gsInvDescY);
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ITEMDESC_CALIBER_X = ( 50 + gsInvDescX);
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ITEMDESC_CALIBER_Y = ( 78 + gsInvDescY);
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ITEMDESC_CALIBER_WIDTH = 142;
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ITEMDESC_NAME_X = ( 16 + gsInvDescX);
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ITEMDESC_NAME_Y = ( 67 + gsInvDescY);
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ITEMDESC_ITEM_X = ( 8 + gsInvDescX);
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ITEMDESC_ITEM_Y = ( 11 + gsInvDescY);
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ITEMDESC_DESC_START_X = ( 11 + gsInvDescX);
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ITEMDESC_DESC_START_Y = ( 94 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 11 + gsInvDescX );
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ITEMDESC_PROS_START_Y = (168 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 11 + gsInvDescX );
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ITEMDESC_CONS_START_Y = (178 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 180;
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ITEMDESC_ITEM_STATUS_X = ( 6 + gsInvDescX );
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ITEMDESC_ITEM_STATUS_Y = ( 60 + gsInvDescY );
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ITEMDESC_ITEM_STATUS_HEIGHT = 50;
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}
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else if(UsingEDBSystem() == 2) // OIV EDB
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{
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@@ -1781,16 +1838,23 @@ void InitItemDescriptionBoxOffsets()
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BULLET_COL1ROW11_Y = (50 + gsInvDescY);
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BULLET_COL1ROW12_X = (375 + gsInvDescX);
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BULLET_COL1ROW12_Y = (62 + gsInvDescY);
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ITEMDESC_CALIBER_X = (53 + gsInvDescX); // Caliber text moved two lines below item name, and pulled closer
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ITEMDESC_CALIBER_Y = (78 + gsInvDescY);
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ITEMDESC_DESC_START_X = (11 + gsInvDescX); // Description text Y moved downwards one line.
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ITEMDESC_DESC_START_Y = (102 + gsInvDescY);
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ITEMDESC_PROS_START_X = (438 + gsInvDescX ); // Pros and cons moved to the extreme right of the text box. They
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ITEMDESC_PROS_START_Y = (106 + gsInvDescY); // now show just the words "PROS" and "CONS", and have a tooltip
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ITEMDESC_CONS_START_X = (438 + gsInvDescX ); // region over them for expanded text. :D
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ITEMDESC_CONS_START_Y = (118 + gsInvDescY);
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ITEMDESC_CALIBER_X = ( 53 + gsInvDescX); // Caliber text moved two lines below item name, and pulled closer
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ITEMDESC_CALIBER_Y = ( 78 + gsInvDescY);
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ITEMDESC_CALIBER_WIDTH = 142;
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ITEMDESC_NAME_X = ( 16 + gsInvDescX);
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ITEMDESC_NAME_Y = ( 67 + gsInvDescY);
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ITEMDESC_ITEM_X = ( 8 + gsInvDescX);
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ITEMDESC_ITEM_Y = ( 11 + gsInvDescY);
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ITEMDESC_DESC_START_X = (11 + gsInvDescX); // Description text Y moved downwards one line.
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ITEMDESC_DESC_START_Y = (102 + gsInvDescY);
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ITEMDESC_PROS_START_X = (438 + gsInvDescX ); // Pros and cons moved to the extreme right of the text box. They
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ITEMDESC_PROS_START_Y = (106 + gsInvDescY); // now show just the words "PROS" and "CONS", and have a tooltip
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ITEMDESC_CONS_START_X = (438 + gsInvDescX ); // region over them for expanded text. :D
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ITEMDESC_CONS_START_Y = (118 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 415; // Much wider in OIV tactical than other shapes
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ITEMDESC_ITEM_STATUS_X = ( 6 + gsInvDescX );
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ITEMDESC_ITEM_STATUS_Y = ( 60 + gsInvDescY );
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ITEMDESC_ITEM_STATUS_HEIGHT = 50;
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}
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else
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{
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@@ -1799,15 +1863,23 @@ void InitItemDescriptionBoxOffsets()
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BULLET_SING_Y = (49 + gsInvDescY);
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BULLET_BURST_X = (263 + gsInvDescX);
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BULLET_BURST_Y = (49 + gsInvDescY);
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ITEMDESC_CALIBER_X = (162 + gsInvDescX); // Gun Caliber string location, Tactical
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ITEMDESC_CALIBER_Y = (67 + gsInvDescY);
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ITEMDESC_DESC_START_X = (11 + gsInvDescX); // Item Desc Box offset, tactical
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ITEMDESC_DESC_START_Y = (80 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 11 + gsInvDescX ); // Pros, tactical
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ITEMDESC_PROS_START_Y = (110 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 11 + gsInvDescX ); // Cons, Tactical
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ITEMDESC_CONS_START_Y = (120 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 301; // Text box width, Tactical
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ITEMDESC_CALIBER_X = (162 + gsInvDescX); // Gun Caliber string location, Tactical
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ITEMDESC_CALIBER_Y = ( 67 + gsInvDescY);
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ITEMDESC_CALIBER_WIDTH = 142;
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ITEMDESC_NAME_X = ( 16 + gsInvDescX);
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ITEMDESC_NAME_Y = ( 67 + gsInvDescY);
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ITEMDESC_ITEM_X = ( 8 + gsInvDescX);
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ITEMDESC_ITEM_Y = ( 11 + gsInvDescY);
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ITEMDESC_DESC_START_X = (11 + gsInvDescX); // Item Desc Box offset, tactical
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ITEMDESC_DESC_START_Y = (80 + gsInvDescY);
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ITEMDESC_PROS_START_X = ( 11 + gsInvDescX ); // Pros, tactical
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ITEMDESC_PROS_START_Y = (110 + gsInvDescY);
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ITEMDESC_CONS_START_X = ( 11 + gsInvDescX ); // Cons, Tactical
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ITEMDESC_CONS_START_Y = (120 + gsInvDescY);
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ITEMDESC_DESC_WIDTH = 301; // Text box width, Tactical
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ITEMDESC_ITEM_STATUS_X = ( 6 + gsInvDescX );
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ITEMDESC_ITEM_STATUS_Y = ( 60 + gsInvDescY );
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ITEMDESC_ITEM_STATUS_HEIGHT = 50;
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}
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}
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}
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+184
-810
File diff suppressed because it is too large
Load Diff
+24
-17
@@ -7,9 +7,9 @@
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// DEFINES FOR ITEM SLOT SIZES IN PIXELS
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#define BIG_INV_SLOT_WIDTH 61
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#define BIG_INV_SLOT_HEIGHT 22
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#define SM_INV_SLOT_WIDTH 30
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#define SM_INV_SLOT_WIDTH 30
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#define SM_INV_SLOT_HEIGHT 23
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#define MAP_ATTACH_SLOT_WIDTH 32
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#define ATTACH_SLOT_WIDTH 32
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#define VEST_INV_SLOT_WIDTH 43
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#define VEST_INV_SLOT_HEIGHT 24
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#define LEGS_INV_SLOT_WIDTH 43
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@@ -27,6 +27,16 @@ typedef struct
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} INV_DESC_STATS;
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typedef struct
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{
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INT16 sX;
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INT16 sY;
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INT16 sHeight;
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INT16 sWidth;
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INT16 sBarDx;
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INT16 sBarDy;
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} INV_ATTACHXY;
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typedef struct
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{
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UINT32 uiTotalAmount;
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UINT32 uiMoneyRemaining;
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@@ -54,36 +64,33 @@ void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason );
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#define EXCEPTIONAL_REPAIR_EASE 2
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#define EXCEPTIONAL_ACCURACY 4
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#define ITEMDESC_FONTHIGHLIGHT FONT_MCOLOR_WHITE
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#define MAP_ITEMDESC_NAME_X (7 + gsInvDescX)
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#define MAP_ITEMDESC_NAME_Y (65 + gsInvDescY)
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//CHRISL: extern'd for EDB project
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extern INT16 gsInvDescX;
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extern INT16 gsInvDescY;
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extern INT16 ITEMDESC_CALIBER_X;
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extern INT16 ITEMDESC_CALIBER_Y;
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extern UINT8 gubItemDescStatusIndex;
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extern INT16 BULLET_SING_X;
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extern INT16 BULLET_SING_Y;
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extern INT16 BULLET_BURST_X;
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extern INT16 BULLET_BURST_Y;
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extern INT16 MAP_BULLET_SING_X;
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extern INT16 MAP_BULLET_SING_Y;
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extern INT16 MAP_BULLET_BURST_X;
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extern INT16 MAP_BULLET_BURST_Y;
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extern INT16 ITEMDESC_CALIBER_X;
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extern INT16 ITEMDESC_CALIBER_Y;
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extern INT16 ITEMDESC_CALIBER_WIDTH;
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extern INT16 ITEMDESC_NAME_X;
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extern INT16 ITEMDESC_NAME_Y;
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extern INT16 ITEMDESC_ITEM_X;
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extern INT16 ITEMDESC_ITEM_Y;
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extern INT16 ITEMDESC_DESC_START_X;
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extern INT16 ITEMDESC_DESC_START_Y;
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extern INT16 ITEMDESC_PROS_START_X;
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extern INT16 ITEMDESC_PROS_START_Y;
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extern INT16 ITEMDESC_CONS_START_X;
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extern INT16 ITEMDESC_CONS_START_Y;
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extern INT16 MAP_ITEMDESC_DESC_START_X;
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extern INT16 MAP_ITEMDESC_DESC_START_Y;
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extern INT16 MAP_ITEMDESC_PROS_START_X;
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extern INT16 MAP_ITEMDESC_PROS_START_Y;
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extern INT16 MAP_ITEMDESC_CONS_START_X;
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extern INT16 MAP_ITEMDESC_CONS_START_Y;
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extern INT16 ITEMDESC_DESC_WIDTH;
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extern UINT8 gubItemDescStatusIndex;
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extern INT16 ITEMDESC_ITEM_STATUS_X;
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extern INT16 ITEMDESC_ITEM_STATUS_Y;
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extern INT16 ITEMDESC_ITEM_STATUS_HEIGHT;
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// A STRUCT USED INTERNALLY FOR INV SLOT REGIONS
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typedef struct
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