mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- tool tips for Bobby Ray updated
- tool tips for items updated - finding tunnel vision bonus changed - rooftop vision bonus changed to % instead of tiles - vision range bonus changed to % instead of tiles git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@135 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+187
-158
@@ -7269,33 +7269,13 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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}
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}
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//Money
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if ( usItem == MONEY )
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{
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swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr );
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InsertDollarSignInToString( pStr );
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}
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// alternate money like silver or gold
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else if ( Item[ usItem ].usItemClass == IC_MONEY )
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{
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INT16 pStr2[20];
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swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr2 );
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InsertDollarSignInToString( pStr2 );
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swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
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}
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//everything else
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else if ( usItem != NOTHING )
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if ( usItem != NOTHING )
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{
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// Retrieve the status of the items
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// Find the minimum status value - not just the first one
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INT16 sValue = pObject->bStatus[ 0 ];
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INT16 i;
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for(i = 1; i < pObject->ubNumberOfObjects; i++)
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for(INT16 i = 1; i < pObject->ubNumberOfObjects; i++)
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{
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if(pObject->bStatus[ i ] < sValue)
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{
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@@ -7317,157 +7297,204 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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}
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//Calculate AP's
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INT16 apStr[20];
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if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle )
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switch( Item[ usItem ].usItemClass )
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{
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INT16 apStr2[20];
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UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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if (GetShotsPerBurst(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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wcscat( apStr, apStr2 );
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case MONEY:
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//Money
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{
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swprintf( (wchar_t *)pStr, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr );
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InsertDollarSignInToString( pStr );
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}
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else
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{
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wcscat( apStr, L" / -" );
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break;
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case IC_MONEY:
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// alternate money like silver or gold
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//if ( Item[ usItem ].usItemClass == IC_MONEY )
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{
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INT16 pStr2[20];
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swprintf( (wchar_t *)pStr2, L"%ld", pObject->uiMoneyAmount );
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InsertCommasForDollarFigure( pStr2 );
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InsertDollarSignInToString( pStr2 );
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swprintf( (wchar_t *)pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
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}
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break;
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if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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case IC_GUN:
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case IC_LAUNCHER:
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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wcscat( apStr, apStr2 );
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//Calculate AP's
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INT16 apStr[20];
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INT16 apStr2[20];
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UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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if (GetShotsPerBurst(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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wcscat( apStr, apStr2 );
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}
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else
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{
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wcscat( apStr, L" / -" );
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}
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if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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{
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swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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wcscat( apStr, apStr2 );
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}
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else
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{
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wcscat( apStr, L" / -" );
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}
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//Info for weapons
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swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ usItem ].bAccuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject ), //Modified Range
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Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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else
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break;
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case IC_BLADE:
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case IC_THROWING_KNIFE:
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case IC_PUNCH:
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{
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wcscat( apStr, L" / -" );
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swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ usItem ],
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject), //Melee damage
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gWeaponStatsDesc[ 5 ], //AP String
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BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject ), //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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}
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else
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{
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swprintf( (wchar_t *)apStr, L"" );
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}
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break;
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//Info for weapons
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if ( Item[ usItem ].usItemClass == IC_GUN )//&& !Item[usItem].rocketlauncher && !Item[usItem].rocketrifle )
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{
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swprintf( (wchar_t *)pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ usItem ].bAccuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject ), //Modified Range
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Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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// The next is for ammunition which gets the measurement 'rnds'
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else if (Item[ usItem ].usItemClass == IC_AMMO)
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{
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swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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pObject->ubShotsLeft[0], //Shots left
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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//Lal: do not delete, commented out for next version
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//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
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// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
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// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
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// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
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// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
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// pObject->ubShotsLeft[0], //Shots left
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// gWeaponStatsDesc[ 12 ], //Weight String
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// fWeight, //Weight
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// GetWeightUnitString() //Weight units
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// );
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}
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// explosives
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else if ( (Item[ usItem ].usItemClass == IC_GRENADE)||(Item[ usItem ].usItemClass == IC_BOMB) )
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{
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UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ usItem ],
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sValue,
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gWeaponStatsDesc[ 11 ], //Damage String
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explDamage,
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gWeaponStatsDesc[ 13 ], //Stun Damage String
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explStunDamage, //Stun Damage
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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//Armor
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else if (Item[ usItem ].usItemClass == IC_ARMOUR)
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{
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INT32 iProtection = EffectiveArmour( pObject );
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switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
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case IC_AMMO:
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{
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case( ARMOURCLASS_HELMET ):
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iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
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break;
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// The next is for ammunition which gets the measurement 'rnds'
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swprintf( (wchar_t *)pStr, L"%s [%d rnds]\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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pObject->ubShotsLeft[0], //Shots left
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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case( ARMOURCLASS_VEST ):
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iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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case( ARMOURCLASS_LEGGINGS ):
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iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
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break;
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case( ARMOURCLASS_PLATE ):
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iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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//Lal: do not delete, commented out for next version
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//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
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// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
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// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
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// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
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// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
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// pObject->ubShotsLeft[0], //Shots left
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// gWeaponStatsDesc[ 12 ], //Weight String
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// fWeight, //Weight
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// GetWeightUnitString() //Weight units
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// );
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}
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break;
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swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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sValue, //Item condition
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pInvPanelTitleStrings[ 4 ], //Protection string
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iProtection, //Protection rating in % based on best armor
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
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pInvPanelTitleStrings[ 3 ], //Camo string
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Item[ usItem ].camobonus, //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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case IC_GRENADE:
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case IC_BOMB:
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// explosives
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{
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UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
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ItemNames[ usItem ],
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sValue,
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gWeaponStatsDesc[ 11 ], //Damage String
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explDamage,
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gWeaponStatsDesc[ 13 ], //Stun Damage String
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explStunDamage, //Stun Damage
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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break;
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case IC_ARMOUR:
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{
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//Armor
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INT32 iProtection = EffectiveArmour( pObject );
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switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
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{
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case( ARMOURCLASS_HELMET ):
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iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
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break;
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case( ARMOURCLASS_VEST ):
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iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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case( ARMOURCLASS_LEGGINGS ):
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iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
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break;
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case( ARMOURCLASS_PLATE ):
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iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
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break;
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}
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swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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sValue, //Item condition
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pInvPanelTitleStrings[ 4 ], //Protection string
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iProtection, //Protection rating in % based on best armor
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
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pInvPanelTitleStrings[ 3 ], //Camo string
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Item[ usItem ].camobonus, //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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break;
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case IC_MISC:
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case IC_MEDKIT:
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case IC_KIT:
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case IC_FACE:
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default:
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{
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// The final, and typical case, is that of an item with a percent status
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swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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sValue, //Item condition
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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break;
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}
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// The final, and typical case, is that of an item with a percent status
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else
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{
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swprintf( (wchar_t *)pStr, L"%s [%d%%]\n%s %1.1f %s",
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ItemNames[ usItem ], //Item long name
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sValue, //Item condition
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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);
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}
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// Fingerprint ID (Soldier Name)
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if ( ( Item[pObject->usItem].fingerprintid ) && pObject->ubImprintID < NO_PROFILE )
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@@ -7477,6 +7504,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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wcscat( pStr, pStr2 );
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}
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// Add attachment string....
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for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
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{
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@@ -7501,6 +7529,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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{
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wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] );
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}
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}
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else
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{
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