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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
dded new character trait "Coward" (charrcter trait #13)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -70,7 +70,7 @@ INT32 giIMPCharacterTraitFinsihButtonImage;
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//image handle
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UINT32 guiIST_GreyGoldBox2;
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MOUSE_REGION gMR_CharacterTraitHelpTextRegions[IMP_NUMBER_CHARACTER_TRAITS];
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MOUSE_REGION gMR_CharacterTraitHelpTextRegions[NUM_CHAR_TRAITS];
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//*******************************************************************
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//
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@@ -102,7 +102,6 @@ void AssignCharacterTraitHelpText( UINT8 ubNumber );
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void EnterIMPCharacterTrait( void )
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{
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// UINT32 ubCnt;
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VOBJECT_DESC VObjectDesc;
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//add the skill trait buttons
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@@ -117,8 +116,6 @@ void EnterIMPCharacterTrait( void )
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return;
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}
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giIMPCharacterTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
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giIMPCharacterTraitFinsihButton = CreateIconAndTextButton( giIMPCharacterTraitFinsihButtonImage, pImpButtonText[ 13 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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@@ -126,9 +123,7 @@ void EnterIMPCharacterTrait( void )
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPCharacterTraitFinishCallback );
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SetButtonCursor( giIMPCharacterTraitFinsihButton, CURSOR_WWW);
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//if we are not DONE and are just reviewing
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@@ -145,7 +140,7 @@ void EnterIMPCharacterTrait( void )
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// add regions for help texts
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UINT16 usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + 62;
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UINT16 usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + 8;
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for( UINT8 ubCnt=0; ubCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); ubCnt++ )
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for ( UINT8 ubCnt = 0; ubCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++ubCnt )
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{
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MSYS_DefineRegion( &gMR_CharacterTraitHelpTextRegions[ubCnt], ( usPosX ), ( usPosY ),
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(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
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@@ -167,7 +162,6 @@ void EnterIMPCharacterTrait( void )
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}
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}
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void RenderIMPCharacterTrait( void )
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{
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//render the metal background graphic
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@@ -175,22 +169,19 @@ void RenderIMPCharacterTrait( void )
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//Display the title
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if ( gGameOptions.fNewTraitSystem )
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DrawTextToScreen( gzIMPCharacterTraitText[IMP_NUMBER_CHARACTER_TRAITS], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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DrawTextToScreen( gzIMPCharacterTraitText[NUM_CHAR_TRAITS], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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else
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DrawTextToScreen( gzIMPAttitudesText[IMP_NUMBER_ATTITUDES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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DrawTextToScreen( gzIMPAttitudesText[NUM_ATTITUDES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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IMPCharacterTraitDisplayCharacterTraits();
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}
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void ExitIMPCharacterTrait( void )
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{
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INT32 iCnt;
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DeleteVideoObjectFromIndex( guiIST_GreyGoldBox2 );
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//remove the skill buttons
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for(iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); iCnt++)
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for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
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{
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//if there is a button allocated
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if( giIMPCharacterTraitAnswerButton[iCnt] != -1 )
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@@ -207,7 +198,6 @@ void ExitIMPCharacterTrait( void )
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UnloadButtonImage( giIMPCharacterTraitFinsihButtonImage );
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}
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void HandleIMPCharacterTrait( void )
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{
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if( gfIST_Redraw2 )
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@@ -221,13 +211,12 @@ void HandleIMPCharacterTrait( void )
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void AddImpCharacterTraitButtons()
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{
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INT32 iCnt = 0;
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UINT16 usPosX, usPosY;
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X;
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usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y;
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for(iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES) ; iCnt++)
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for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
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{
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//reset
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giIMPCharacterTraitAnswerButton[iCnt] = -1;
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@@ -287,8 +276,6 @@ void BtnIMPCharacterTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason)
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void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
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{
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INT8 bCnt;
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//if we are DONE and are just reviewing
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if( iCurrentProfileMode == IMP__FINISH )
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{
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@@ -296,13 +283,13 @@ void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
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}
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//reset all other buttons
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for( bCnt=0; bCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
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for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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gfCharacterTraitQuestions[ bCnt ] = FALSE;
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}
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//make sure its a valid character trait
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if( uiSkillPressed > (UINT32)(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES) )
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if ( uiSkillPressed >( UINT32 )(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES) )
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{
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Assert( 0 );
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return;
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@@ -337,11 +324,8 @@ void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
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void HandleCharacterTraitButtonStates( )
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{
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INT8 bCnt;
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for( bCnt=0; bCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
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for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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//if the skill is selected ( ie depressed )
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if( gfCharacterTraitQuestions[ bCnt ] )
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{
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@@ -356,7 +340,6 @@ void HandleCharacterTraitButtonStates( )
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void IMPCharacterTraitDisplayCharacterTraits()
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{
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INT8 bCnt;
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UINT16 usPosX, usPosY;
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UINT16 usBoxPosX, usBoxPosY;
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HVOBJECT hImageHandle;
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@@ -367,7 +350,7 @@ void IMPCharacterTraitDisplayCharacterTraits()
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + IMP_CHARACTER_TRAIT__TEXT_OFFSET_X;
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usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + IMP_CHARACTER_TRAIT__TEXT_OFFSET_Y;
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for( bCnt=0; bCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
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for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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usBoxPosX = usPosX - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_X;
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usBoxPosY = usPosY - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_Y;
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@@ -409,7 +392,6 @@ void IMPCharacterTraitDisplayCharacterTraits()
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}
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}
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void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// btn callback for IMP personality quiz answer button
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@@ -443,7 +425,6 @@ void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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BOOLEAN CameBackToCharacterTraitPageButNotFinished()
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{
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//if we are in a page that comes after this one
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@@ -459,21 +440,18 @@ BOOLEAN CameBackToCharacterTraitPageButNotFinished()
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INT8 iChosenCharacterTrait()
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{
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INT8 bCnt;
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INT8 iCharacterTraitNumber = 0;
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//loop through all the buttons and reset them
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for( bCnt=0; bCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
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for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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//if the trait is selected
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if( gfCharacterTraitQuestions[ bCnt ] )
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{
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iCharacterTraitNumber = bCnt;
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return bCnt;
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}
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}
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return( iCharacterTraitNumber );
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}
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return 0;
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}
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void AssignCharacterTraitHelpText( UINT8 ubNumber )
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{
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@@ -484,6 +462,4 @@ void AssignCharacterTraitHelpText( UINT8 ubNumber )
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// Set region help text
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SetRegionFastHelpText( &(gMR_CharacterTraitHelpTextRegions[ubNumber]), apStr );
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SetRegionHelpEndCallback( &gMR_CharacterTraitHelpTextRegions[ubNumber], MSYS_NO_CALLBACK );
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return;
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}
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