mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -51,7 +51,7 @@ void RenderEditorInfo();
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extern ITEM_POOL *gpItemPool;
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//editor icon storage vars
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//editor icon storage vars
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INT32 giEditMercDirectionIcons[2];
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UINT32 guiMercInventoryPanel;
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UINT32 guiOmertaMap;
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@@ -118,7 +118,7 @@ void InitEditorRegions()
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INT32 x;
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//By doing this, all of the buttons underneath are blanketed and can't be used anymore.
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//Any new buttons will cover this up as well. Think of it as a barrier between the editor buttons,
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//Any new buttons will cover this up as well. Think of it as a barrier between the editor buttons,
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//and the game's interface panel buttons and regions.
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MSYS_DefineRegion( &EditorRegion, 0, SCREEN_HEIGHT - 120, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_NORMAL, 0, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
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@@ -133,19 +133,19 @@ void InitEditorRegions()
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gfShowTerrainTileButtons=FALSE;
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//Create the region for the items selection window.
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MSYS_DefineRegion( &ItemsRegion, iScreenWidthOffset + 100, 2 * iScreenHeightOffset + 360, iScreenWidthOffset + 540, 2 * iScreenHeightOffset + 440, MSYS_PRIORITY_NORMAL, 0,
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MSYS_DefineRegion( &ItemsRegion, iScreenWidthOffset + 100, 2 * iScreenHeightOffset + 360, iScreenWidthOffset + 540, 2 * iScreenHeightOffset + 440, MSYS_PRIORITY_NORMAL, 0,
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(MOUSE_CALLBACK)MouseMovedInItemsRegion, (MOUSE_CALLBACK)MouseClickedInItemsRegion );
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MSYS_DisableRegion( &ItemsRegion );
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//Create the region for the merc inventory panel.
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MSYS_DefineRegion( &MercRegion, iScreenWidthOffset + 175, 2 * iScreenHeightOffset + 361, iScreenWidthOffset + 450, 2 * iScreenHeightOffset + 460, MSYS_PRIORITY_NORMAL, 0,
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MSYS_DefineRegion( &MercRegion, iScreenWidthOffset + 175, 2 * iScreenHeightOffset + 361, iScreenWidthOffset + 450, 2 * iScreenHeightOffset + 460, MSYS_PRIORITY_NORMAL, 0,
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MouseMovedInMercRegion, MouseClickedInMercRegion );
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MSYS_DisableRegion( &MercRegion );
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}
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void LoadEditorImages()
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{
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VOBJECT_DESC VObjectDesc;
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VOBJECT_DESC VObjectDesc;
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//Set up the merc inventory panel
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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@@ -192,8 +192,8 @@ void CreateEditorBuffers()
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UINT16 usUselessWidth, usUselessHeight;
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UINT8 ubBitDepth;
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//create buffer for the transition slot for merc items. This slot contains the newly
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//selected item graphic in it's inventory size version. This buffer is then scaled down
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//create buffer for the transition slot for merc items. This slot contains the newly
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//selected item graphic in it's inventory size version. This buffer is then scaled down
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//into the associated merc inventory panel slot buffer which is approximately 20% smaller.
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GetCurrentVideoSettings( &usUselessWidth, &usUselessHeight, &ubBitDepth );
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vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
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@@ -289,7 +289,7 @@ void DoTaskbar(void)
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}
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gfRenderTaskbar = TRUE;
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HideEditorToolbar( iCurrentTaskbar );
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//Special code when exiting previous editor tab
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@@ -350,7 +350,7 @@ void DoTaskbar(void)
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break;
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case TASK_BUILDINGS:
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ClickEditorButton( TAB_BUILDINGS );
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if(fBuildingShowRoofs)
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if(fBuildingShowRoofs)
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ClickEditorButton( BUILDING_TOGGLE_ROOF_VIEW );
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if(fBuildingShowWalls)
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ClickEditorButton( BUILDING_TOGGLE_WALL_VIEW );
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@@ -410,7 +410,7 @@ void DisableEditorTaskbar(void)
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void EnableEditorTaskbar(void)
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{
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INT32 x;
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for(x = 0; x < NUMBER_EDITOR_BUTTONS; x++ )
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EnableButton( iEditorButton[ x ] );
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//Keep permanent buttons disabled.
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@@ -425,7 +425,7 @@ void EnableEditorTaskbar(void)
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}
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//A specialized mprint function that'll restore the editor panel underneath the
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//string before rendering the string. This is obviously only useful for drawing text
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//string before rendering the string. This is obviously only useful for drawing text
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//in the editor taskbar.
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void mprintfEditor(INT16 x, INT16 y, STR16 pFontString, ...)
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{
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@@ -435,7 +435,7 @@ void mprintfEditor(INT16 x, INT16 y, STR16 pFontString, ...)
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Assert( pFontString != NULL );
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va_start( argptr, pFontString ); // Set up variable argument pointer
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va_start( argptr, pFontString ); // Set up variable argument pointer
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vswprintf( string, pFontString, argptr); // process gprintf string (get output str)
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va_end( argptr );
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@@ -471,7 +471,7 @@ void ClearTaskbarRegion( INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom )
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//Kris:
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//This is a new function which duplicates the older "yellow info boxes" that
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//are common throughout the editor. This draws the yellow box with the indentation
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//are common throughout the editor. This draws the yellow box with the indentation
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//look.
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void DrawEditorInfoBox( STR16 str, UINT32 uiFont, UINT16 x, UINT16 y, UINT16 w, UINT16 h )
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{
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@@ -621,7 +621,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"North Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -630,7 +630,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"West Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -639,7 +639,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"East Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -648,7 +648,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= ( - 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= ( - 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"South Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -657,7 +657,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"Center Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -666,7 +666,7 @@ void RenderMapEntryPointsAndLights()
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if( sGridNo != -1 )
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{
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 20) && sScreenY < (2 * iScreenHeightOffset + 340) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 40, 2, FONT10ARIAL, FONT_YELLOW, L"Isolated Entry Point", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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}
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@@ -677,7 +677,7 @@ void RenderMapEntryPointsAndLights()
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{
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if( LightSprites[ i ].uiFlags & LIGHT_SPR_ACTIVE )
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{
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// Check for light out of bounds. This actually happens in Drassen.
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// Check for light out of bounds. This actually happens in Drassen.
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if (LightSprites[ i ].iY < 0 || LightSprites[ i ].iY > WORLD_ROWS ||
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LightSprites[ i ].iX < 0 || LightSprites[ i ].iX > WORLD_COLS)
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{
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@@ -687,7 +687,7 @@ void RenderMapEntryPointsAndLights()
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sGridNo = LightSprites[ i ].iY * WORLD_COLS + LightSprites[ i ].iX;
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GetGridNoScreenPos( sGridNo, 0, &sScreenX, &sScreenY );
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if( sScreenY >= (- 50) && sScreenY < (2 * iScreenHeightOffset + 300) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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if( sScreenY >= (- 50) && sScreenY < (2 * iScreenHeightOffset + 300) && sScreenX >= (- 40) && sScreenX < SCREEN_WIDTH )
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{
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if( LightSprites[ i ].uiFlags & LIGHT_PRIMETIME )
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DisplayWrappedString( sScreenX, (INT16)(sScreenY-5), 50, 2, FONT10ARIAL, FONT_ORANGE, L"Prime", FONT_BLACK, TRUE, CENTER_JUSTIFIED );
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@@ -704,27 +704,27 @@ void BuildTriggerName( OBJECTTYPE *pItem, STR16 szItemName )
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{
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if( pItem->usItem == SWITCH )
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{
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if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
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if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY )
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swprintf( szItemName, L"Panic Trigger1" );
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
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else if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY_2 )
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swprintf( szItemName, L"Panic Trigger2" );
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
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else if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY_3 )
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swprintf( szItemName, L"Panic Trigger3" );
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else
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swprintf( szItemName, L"Trigger%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
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swprintf( szItemName, L"Trigger%d", (*pItem)[0]->data.misc.bFrequency - 50 );
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}
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else
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{ //action item
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if( pItem->ItemData.Trigger.bDetonatorType == BOMB_PRESSURE )
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if( (*pItem)[0]->data.misc.bDetonatorType == BOMB_PRESSURE )
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swprintf( szItemName, L"Pressure Action" );
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
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else if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY )
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swprintf( szItemName, L"Panic Action1" );
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
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else if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY_2 )
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swprintf( szItemName, L"Panic Action2" );
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
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else if( (*pItem)[0]->data.misc.bFrequency == PANIC_FREQUENCY_3 )
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swprintf( szItemName, L"Panic Action3" );
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else
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swprintf( szItemName, L"Action%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
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swprintf( szItemName, L"Action%d", (*pItem)[0]->data.misc.bFrequency - 50 );
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}
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}
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@@ -797,11 +797,11 @@ void RenderSelectedItemBlownUp()
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//Display the enlarged item graphic
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uiVideoObjectIndex = GetInterfaceGraphicForItem( &Item[ gpItem->usItem ] );
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GetVideoObject( &hVObject, uiVideoObjectIndex );
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sWidth = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].usWidth;
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sOffsetX = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].sOffsetX;
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xp = sScreenX + (40 - sWidth - sOffsetX*2) / 2;
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sHeight = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].usHeight;
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sOffsetY = hVObject->pETRLEObject[ Item[ gpItem->usItem ].ubGraphicNum ].sOffsetY;
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yp = sScreenY + (20 - sHeight - sOffsetY*2) / 2;
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@@ -818,7 +818,7 @@ void RenderSelectedItemBlownUp()
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}
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else if( Item[ gpItem->usItem ].usItemClass == IC_KEY )
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{
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swprintf( szItemName, L"%S", LockTable[ gpItem->ItemData.Key.ubKeyID ].ubEditorName );
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swprintf( szItemName, L"%S", LockTable[ (*gpItem)[0]->data.key.ubKeyID ].ubEditorName );
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}
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else
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{
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@@ -842,7 +842,7 @@ void RenderSelectedItemBlownUp()
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//Count the number of items in the current pool, and display that.
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i = 0;
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GetItemPool( gsItemGridNo, &pItemPool, 0 );
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GetItemPoolFromGround( gsItemGridNo, &pItemPool );
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Assert( pItemPool );
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while( pItemPool )
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{
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@@ -852,9 +852,9 @@ void RenderSelectedItemBlownUp()
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xp = sScreenX;
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yp = sScreenY + 10;
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mprintf( xp, yp, L"%d", i );
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//If the item is hidden, render a blinking H (just like DG)
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if( gWorldItems[ gpItemPool->iItemIndex ].bVisible == HIDDEN_ITEM ||
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if( gWorldItems[ gpItemPool->iItemIndex ].bVisible == HIDDEN_ITEM ||
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gWorldItems[ gpItemPool->iItemIndex ].bVisible == BURIED )
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{
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SetFont( FONT10ARIALBOLD );
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@@ -871,17 +871,17 @@ void RenderEditorInfo( )
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{
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CHAR16 FPSText[ 50 ];
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static INT32 iSpewWarning = 0;
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UINT16 uiMapIndex;
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INT16 iMapIndex;
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SetFont( FONT12POINT1 );
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SetFontForeground( FONT_BLACK );
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SetFontBackground( FONT_BLACK );
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//Display the mapindex position
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if( GetMouseMapPos( &uiMapIndex ) )
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swprintf( FPSText, L" (%d) ", uiMapIndex );
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if( GetMouseMapPos( &iMapIndex ) )
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swprintf( FPSText, L" (%d) ", iMapIndex );
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else
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swprintf( FPSText, L" " );
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swprintf( FPSText, L" " );
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mprintfEditor( (UINT16)(iScreenWidthOffset + 50-StringPixLength( FPSText, FONT12POINT1 )/2), 2 * iScreenHeightOffset + 463, FPSText );
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switch( iCurrentTaskbar )
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@@ -890,7 +890,7 @@ void RenderEditorInfo( )
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if( !gfWorldLoaded || giCurrentTilesetID < 0 )
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mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, L"No map currently loaded." );
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else
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mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, L"File: %S, Current Tileset: %s",
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mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, L"File: %S, Current Tileset: %s",
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gubFilename, gTilesets[ giCurrentTilesetID ].zName );
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break;
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case TASK_TERRAIN:
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@@ -898,7 +898,7 @@ void RenderEditorInfo( )
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// WANNE: Comment this two lines, because we always get an exception here.
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//if( gusSelectionType == LINESELECTION )
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// swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );
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DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 220, 2 * iScreenHeightOffset + 430, 60, 30 );
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swprintf( FPSText, L"%d%%", gusSelectionDensity );
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DrawEditorInfoBox( FPSText, FONT12POINT1, iScreenWidthOffset + 310, 2 * iScreenHeightOffset + 430, 40, 30 );
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@@ -914,7 +914,7 @@ void RenderEditorInfo( )
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// WANNE: Comment this two lines, because we always get an exception here.
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//if( gusSelectionType == LINESELECTION )
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// swprintf( wszSelType[LINESELECTION], L"%d", gusSelectionWidth );
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DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 530, 2 * iScreenHeightOffset + 430, 60, 30 );
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break;
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case TASK_MERCS:
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@@ -925,14 +925,14 @@ void RenderEditorInfo( )
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// WANNE: EDITOR: Comment this two lines, because we always get an exception here!
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//if( gusSelectionType == LINESELECTION )
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// swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );
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DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 440, 2 * iScreenHeightOffset + 430, 60, 30 );
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break;
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}
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}
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//This is in ButtonSystem.c as a hack. Because we need to save the buffer whenever we do a full
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//taskbar render, we need to draw the buttons without hilites, hence this flag. This flag is
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//This is in ButtonSystem.c as a hack. Because we need to save the buffer whenever we do a full
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//taskbar render, we need to draw the buttons without hilites, hence this flag. This flag is
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//always true in ButtonSystem.c, so it won't effect anything else.
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extern BOOLEAN gfGotoGridNoUI;
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@@ -952,13 +952,13 @@ void ProcessEditorRendering()
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}
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if( gfRenderDrawingMode )
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{
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if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS )
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if( iCurrentTaskbar == TASK_BUILDINGS || iCurrentTaskbar == TASK_TERRAIN || iCurrentTaskbar == TASK_ITEMS )
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{
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ShowCurrentDrawingMode();
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gfRenderDrawingMode = FALSE;
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}
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}
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//render dynamically changed buttons only
|
||||
//render dynamically changed buttons only
|
||||
RenderButtons( );
|
||||
|
||||
if( gfSummaryWindowActive )
|
||||
@@ -979,8 +979,8 @@ void ProcessEditorRendering()
|
||||
RenderSelectedItemBlownUp();
|
||||
if( iCurrentTaskbar == TASK_MAPINFO )
|
||||
RenderMapEntryPointsAndLights();
|
||||
if( iDrawMode == DRAW_MODE_PLACE_ITEM && eInfo.uiItemType == TBAR_MODE_ITEM_KEYS ||
|
||||
iDrawMode == DRAW_MODE_DOORKEYS )
|
||||
if( iDrawMode == DRAW_MODE_PLACE_ITEM && eInfo.uiItemType == TBAR_MODE_ITEM_KEYS ||
|
||||
iDrawMode == DRAW_MODE_DOORKEYS )
|
||||
RenderDoorLockInfo();
|
||||
}
|
||||
|
||||
@@ -990,8 +990,8 @@ void ProcessEditorRendering()
|
||||
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 2 * iScreenHeightOffset + 360, SCREEN_WIDTH, 120 );
|
||||
|
||||
//Make sure this is TRUE at all times.
|
||||
//It is set to false when before we save the buffer, so the buttons don't get
|
||||
//rendered with hilites, in case the mouse is over one.
|
||||
//It is set to false when before we save the buffer, so the buttons don't get
|
||||
//rendered with hilites, in case the mouse is over one.
|
||||
gfRenderHilights = TRUE;
|
||||
|
||||
RenderButtonsFastHelp();
|
||||
@@ -999,4 +999,4 @@ void ProcessEditorRendering()
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user