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Guns attaching to tripwire feature has been moved from an xml-enabled feature to a hardcoded feature. This is because there are so many guns in the game (esp. in various mods) that the required xml changes are huge. Not to mention things like this -- http://i50.tinypic.com/zjxoat.jpg ATTACHING_DETONATOR skill check is used and the usual gun attachment sound is played instead of the detonator beep.
Additionally, this resolves the issue with being able to attach lasers, etc to tripwire. Instead, guns retain their attachments, as would be expected. Transformations on attached guns have also been disabled. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5332 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+133
-129
@@ -12111,158 +12111,162 @@ void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason )
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}
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*/
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// Ammocrates may be split into magazines of any size available in the game. But not in combat.
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if ( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagType >= AMMO_BOX && !(gTacticalStatus.uiFlags & INCOMBAT) )
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//Madd: override - if this item is a gun attached to something then forget about it -- attachments of attachments and any loaded ammo get lost otherwise
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if ((gpItemDescPrevObject == NULL && Item[gpItemDescObject->usItem].usItemClass & IC_GUN) || !(Item[gpItemDescObject->usItem].usItemClass & IC_GUN) )
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{
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BOOLEAN fCrateInPool = FALSE;
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// Before we continue, lets check whether our object is in the sector inventory.
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// Is the sector inventory open?
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if (fShowMapInventoryPool)
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// Ammocrates may be split into magazines of any size available in the game. But not in combat.
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if ( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagType >= AMMO_BOX && !(gTacticalStatus.uiFlags & INCOMBAT) )
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{
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// Is our object currently in the pool?
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for (UINT32 x = 0; x < pInventoryPoolList.size(); x++)
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BOOLEAN fCrateInPool = FALSE;
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// Before we continue, lets check whether our object is in the sector inventory.
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// Is the sector inventory open?
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if (fShowMapInventoryPool)
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{
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if (pInventoryPoolList[x].object.exists())
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// Is our object currently in the pool?
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for (UINT32 x = 0; x < pInventoryPoolList.size(); x++)
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{
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if (&(pInventoryPoolList[x].object) == gpItemDescObject)
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if (pInventoryPoolList[x].object.exists())
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{
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// Aha! In that case, all transformations will be done directly at the sector pool,
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// with multiple results ending on the ground rather than in the inventory.
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fCrateInPool = TRUE;
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break;
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if (&(pInventoryPoolList[x].object) == gpItemDescObject)
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{
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// Aha! In that case, all transformations will be done directly at the sector pool,
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// with multiple results ending on the ground rather than in the inventory.
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fCrateInPool = TRUE;
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break;
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}
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}
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}
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}
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}
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if (fCrateInPool)
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{
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for (UINT16 x = 0; x < MAXITEMS; x++)
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if (fCrateInPool)
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{
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if ( Item[x].usItemClass & IC_AMMO )
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for (UINT16 x = 0; x < MAXITEMS; x++)
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{
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// If this magazine has the same caliber and ammotype as the crate, has a smaller size, and is
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// not an ammo crate itself...
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if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre &&
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Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType &&
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Magazine[Item[x].ubClassIndex].ubMagSize <= Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
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Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX )
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if ( Item[x].usItemClass & IC_AMMO )
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{
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UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize;
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// If this magazine has the same caliber and ammotype as the crate, has a smaller size, and is
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// not an ammo crate itself...
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if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre &&
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Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType &&
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Magazine[Item[x].ubClassIndex].ubMagSize <= Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
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Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX )
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{
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UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize;
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CHAR16 MenuRowText[300];
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swprintf( MenuRowText, gzTransformationMessage[ 7 ], usMagSize );
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,UINT16>( TransformationMenuPopup_SplitCrate, x ) );
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// Add the option to the menu.
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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CHAR16 MenuRowText[300];
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swprintf( MenuRowText, gzTransformationMessage[ 7 ], usMagSize );
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,UINT16>( TransformationMenuPopup_SplitCrate, x ) );
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// Add the option to the menu.
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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}
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}
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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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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( gzTransformationMessage[ 6 ] ), new popupCallbackFunction<void,void>( TransformationMenuPopup_SplitCrateInInventory ) );
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gItemDescTransformPopup->addOption( *pOption );
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fFoundTransformations = true;
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}
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}
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// Scan the Transformation list for the current item. Create pop-up options as required.
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INT32 iTransformIndex = -1;
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// Flugente: we can also arm/disarm bombs in our inventory via this menu
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BOOLEAN fHaveToDisarm = FALSE; // important check: if item is an armed bomb, we have to disarm it prior to any transformation
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if ( ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) ) && Item[gpItemDescObject->usItem].usItemClass == IC_BOMB && gpItemDescObject->ubNumberOfObjects == 1 && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) ) )
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{
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iTransformIndex++;
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UINT16 apcost = 20;
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if ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) )
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apcost = 15;
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// test wether item is already armed
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INT8 detonatortype;
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INT8 setting;
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INT8 defusefrequency;
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CheckBombSpecifics( gpItemDescObject, &detonatortype, &setting, &defusefrequency );
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CHAR16 MenuRowText[300];
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if ( detonatortype == BOMB_TIMED || detonatortype == BOMB_REMOTE )
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{
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fHaveToDisarm = TRUE;
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if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"Disarm (%d AP)", apcost );
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}
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else
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{
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swprintf (MenuRowText, L"Disarm");
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}
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}
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else
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{
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if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"Arm (%d AP)", apcost );
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}
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else
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{
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swprintf (MenuRowText, L"Arm");
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}
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}
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void, OBJECTTYPE*>( &TransformationMenuPopup_Arm, gpItemDescObject ) );
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// Set the function that tests whether it's valid at the moment.
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pOption->setAvail(new popupCallbackFunction<bool,OBJECTTYPE*>( &TransformationMenuPopup_Arm_TestValid, gpItemDescObject ));
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// Add the option to the menu.
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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}
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// onyl allow transformations if the item is not an armed bomb
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if ( !fHaveToDisarm )
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{
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for (INT32 x = 0; x < MAXITEMS; x++)
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{
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if (Transform[x].usItem == -1)
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{
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break;
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}
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if (Transform[x].usItem == gpItemDescObject->usItem)
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{
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iTransformIndex++;
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CHAR16 MenuRowText[300];
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if ( Transform[x].usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"%s (%d AP)", Transform[x].szMenuRowText, Transform[x].usAPCost );
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}
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else
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{
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swprintf (MenuRowText, Transform[x].szMenuRowText);
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}
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, &Transform[x] ) );
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// Set the function that tests whether it's valid at the moment.
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pOption->setAvail(new popupCallbackFunction<bool,TransformInfoStruct*>( &TransformationMenuPopup_TestValid, &Transform[x] ));
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// Add the option to the menu.
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( gzTransformationMessage[ 6 ] ), new popupCallbackFunction<void,void>( TransformationMenuPopup_SplitCrateInInventory ) );
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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}
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}
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}
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// Scan the Transformation list for the current item. Create pop-up options as required.
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INT32 iTransformIndex = -1;
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// Flugente: we can also arm/disarm bombs in our inventory via this menu
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BOOLEAN fHaveToDisarm = FALSE; // important check: if item is an armed bomb, we have to disarm it prior to any transformation
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if ( ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) ) && Item[gpItemDescObject->usItem].usItemClass == IC_BOMB && gpItemDescObject->ubNumberOfObjects == 1 && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) ) )
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{
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iTransformIndex++;
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UINT16 apcost = 20;
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if ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) )
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apcost = 15;
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// test wether item is already armed
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INT8 detonatortype;
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INT8 setting;
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INT8 defusefrequency;
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CheckBombSpecifics( gpItemDescObject, &detonatortype, &setting, &defusefrequency );
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CHAR16 MenuRowText[300];
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if ( detonatortype == BOMB_TIMED || detonatortype == BOMB_REMOTE )
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{
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fHaveToDisarm = TRUE;
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if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"Disarm (%d AP)", apcost );
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}
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else
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{
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swprintf (MenuRowText, L"Disarm");
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}
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}
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else
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{
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if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"Arm (%d AP)", apcost );
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}
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else
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{
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swprintf (MenuRowText, L"Arm");
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}
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}
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void, OBJECTTYPE*>( &TransformationMenuPopup_Arm, gpItemDescObject ) );
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// Set the function that tests whether it's valid at the moment.
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pOption->setAvail(new popupCallbackFunction<bool,OBJECTTYPE*>( &TransformationMenuPopup_Arm_TestValid, gpItemDescObject ));
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// Add the option to the menu.
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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}
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// onyl allow transformations if the item is not an armed bomb
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if ( !fHaveToDisarm )
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{
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for (INT32 x = 0; x < MAXITEMS; x++)
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{
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if (Transform[x].usItem == -1)
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{
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break;
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}
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if (Transform[x].usItem == gpItemDescObject->usItem)
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{
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iTransformIndex++;
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CHAR16 MenuRowText[300];
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if ( Transform[x].usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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swprintf (MenuRowText, L"%s (%d AP)", Transform[x].szMenuRowText, Transform[x].usAPCost );
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}
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else
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{
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swprintf (MenuRowText, Transform[x].szMenuRowText);
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}
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// Generate a new option for the menu
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, &Transform[x] ) );
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// Set the function that tests whether it's valid at the moment.
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pOption->setAvail(new popupCallbackFunction<bool,TransformInfoStruct*>( &TransformationMenuPopup_TestValid, &Transform[x] ));
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// Add the option to the menu.
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gItemDescTransformPopup->addOption( *pOption );
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// Set this flag so we know we have at least one Transformation available.
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fFoundTransformations = true;
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}
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}
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}
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}
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if (!fFoundTransformations)
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{
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POPUP_OPTION * pOption = new POPUP_OPTION( &std::wstring( gzTransformationMessage[ 0 ] ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, NULL ) );
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