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Fix: redraw ammo count in EDB if button is dirty
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8439 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6009,25 +6009,23 @@ BOOLEAN ReloadItemDesc( )
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void RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex)
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void RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex)
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{
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{
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CHAR16 pStr[10];
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CHAR16 pStr[10];
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CHAR8 ubString[48];
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if(pObject->exists() == false)
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return;
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if(!gfInItemDescBox)
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return;
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// Flugente: if the ammo button does not exist, no point in entering its text...
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// Flugente: if the ammo button does not exist, no point in entering its text...
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if ( giItemDescAmmoButton < 0 )
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if ( giItemDescAmmoButton < 0 )
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return;
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return;
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if ( GetMagSize(pObject) <= 99 )
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if ( !gfInItemDescBox )
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swprintf( pStr, L"%d/%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(pObject));
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return;
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if ( pObject->exists( ) == false )
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return;
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UINT16 magsize = GetMagSize( pObject );
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if ( magsize <= 99 )
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swprintf( pStr, L"%d/%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, magsize );
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else
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else
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swprintf( pStr, L"%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
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swprintf( pStr, L"%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
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FilenameForBPP("INTERFACE\\infobox.sti", ubString);
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SpecifyButtonText( giItemDescAmmoButton, pStr );
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SpecifyButtonText( giItemDescAmmoButton, pStr );
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}
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}
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@@ -6902,6 +6900,11 @@ void RenderItemDescriptionBox( )
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}
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}
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}
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}
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}
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}
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// Flugente: redraw bullet count
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if ( giItemDescAmmoButton > -1 && ButtonList[giItemDescAmmoButton]->uiFlags & BUTTON_DIRTY )
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RenderBulletIcon( gpItemDescObject, gubItemDescStatusIndex );
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//Display the money 'seperating' border
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//Display the money 'seperating' border
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if ( gpItemDescObject->usItem == MONEY )
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if ( gpItemDescObject->usItem == MONEY )
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{
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{
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