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'Disease->Diagnose' assignment also checks for contaminated items and marks them permanently
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8595 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4051,6 +4051,26 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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gprintfinvalidate( sNewX, sNewY, pStr );
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}
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// Flugente: if this object is contaminated and we know that, show it
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if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseContaminatesItems &&
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( *pObject )[0]->data.sObjectFlag & INFECTED && ( *pObject )[0]->data.sObjectFlag & INFECTION_DIAGNOSED )
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{
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if ( !guiASSIGNMENTICONS )
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{
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VOBJECT_DESC VObjectDesc;
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP( "INTERFACE\\AssignmentIcons.sti", VObjectDesc.ImageFile );
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AddVideoObject( &VObjectDesc, &guiASSIGNMENTICONS );
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}
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sNewX = sX + 5; // rather arbitrary
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sNewY = sY;
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiASSIGNMENTICONS, 28, sNewX, sNewY, VO_BLT_TRANSSHADOW, NULL );
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RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
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}
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
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&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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{
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