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:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+81 -81
View File
@@ -49,33 +49,33 @@ SGPPoint SelWinSpacing, SelWinStartPoint, SelWinEndPoint;
//These definitions help define the start and end of the various wall indices.
//This needs to be maintained if the walls change.
#define WALL_LAST_WALL_OFFSET 30
#define WALL_FIRST_AFRAME_OFFSET 31
#define WALL_LAST_AFRAME_OFFSET 34
#define WALL_FIRST_WINDOW_OFFSET 35
#define WALL_LAST_WINDOW_OFFSET 46
#define WALL_FIRST_BROKEN_WALL_OFFSET 47
#define WALL_LAST_BROKEN_WALL_OFFSET 54
#define WALL_FIRST_APPENDED_WALL_OFFSET 55
#define WALL_LAST_APPENDED_WALL_OFFSET 56
#define WALL_LAST_WALL_OFFSET 30
#define WALL_FIRST_AFRAME_OFFSET 31
#define WALL_LAST_AFRAME_OFFSET 34
#define WALL_FIRST_WINDOW_OFFSET 35
#define WALL_LAST_WINDOW_OFFSET 46
#define WALL_FIRST_BROKEN_WALL_OFFSET 47
#define WALL_LAST_BROKEN_WALL_OFFSET 54
#define WALL_FIRST_APPENDED_WALL_OFFSET 55
#define WALL_LAST_APPENDED_WALL_OFFSET 56
#define WALL_FIRST_WEATHERED_WALL_OFFSET 57
#define WALL_LAST_WEATHERED_WALL_OFFSET 64
#define WALL_LAST_WEATHERED_WALL_OFFSET 64
//I've added these definitions to add readability, and minimize conversion time for changes
//incase there are new values, etc.
//incase there are new values, etc.
#define OSTRUCTS_NUMELEMENTS ( LASTOSTRUCT - FIRSTFULLSTRUCT + 22 )
#define OSTRUCTS1_NUMELEMENTS 5
#define OSTRUCTS2_NUMELEMENTS 12
#define BANKSLIST_NUMELEMENTS 5
#define ROADSLIST_NUMELEMENTS 1
#define DEBRISLIST_NUMELEMENTS ( LASTDEBRIS - DEBRISROCKS + 2 + 1 ) //+1 for ANOTHERDEBRIS
#define DEBRISLIST_NUMELEMENTS ( LASTDEBRIS - DEBRISROCKS + 2 + 1 ) //+1 for ANOTHERDEBRIS
#define SINGLEWALL_NUMELEMENTS ( (LASTWALL-FIRSTWALL+1) * 2 )
#define SINGLEDOOR_NUMELEMENTS (( LASTDOOR - FIRSTDOOR + 1 ) * 5)
#define SINGLEWINDOW_NUMELEMENTS ( LASTWALL - FIRSTWALL + 1 )
#define SINGLEROOF_NUMELEMENTS ( (LASTROOF-FIRSTROOF+1) + (LASTSLANTROOF-FIRSTSLANTROOF+1) + \
(LASTWALL-FIRSTWALL+1) + (SECONDONROOF-FIRSTONROOF+1) )
#define SINGLENEWROOF_NUMELEMENTS (LASTROOF-FIRSTROOF+1)
#define SINGLENEWROOF_NUMELEMENTS (LASTROOF-FIRSTROOF+1)
#define SINGLEBROKENWALL_NUMELEMENTS ( (LASTDECORATIONS-FIRSTDECORATIONS+1) + (LASTWALL-FIRSTWALL+1)*2 )
#define SINGLEDECOR_NUMELEMENTS ( LASTISTRUCT - FIRSTISTRUCT + 1 )
#define SINGLEDECAL_NUMELEMENTS ( LASTWALLDECAL - FIRSTWALLDECAL + EIGTHWALLDECAL - FIFTHWALLDECAL + 3 )
@@ -87,8 +87,8 @@ SGPPoint SelWinSpacing, SelWinStartPoint, SelWinEndPoint;
(LASTROOF-FIRSTROOF+1) + (2 ))
//This is a special case for trees which may have varying numbers. There was a problem
//in which we loaded a new tileset which had one less tree in it. When we called BuildSelectionWindow(),
//This is a special case for trees which may have varying numbers. There was a problem
//in which we loaded a new tileset which had one less tree in it. When we called BuildSelectionWindow(),
//it would crash because it thought there was an extra tree which was now invalid.
UINT16 gusNumOStructs = 0;
@@ -104,15 +104,15 @@ DisplaySpec SingleDoor[ SINGLEDOOR_NUMELEMENTS ];
DisplaySpec SingleWindow[ SINGLEWINDOW_NUMELEMENTS ];
DisplaySpec SingleRoof[ SINGLEROOF_NUMELEMENTS ];
DisplaySpec SingleNewRoof[ SINGLENEWROOF_NUMELEMENTS ];
DisplaySpec SingleBrokenWall[ SINGLEBROKENWALL_NUMELEMENTS ];
DisplaySpec SingleBrokenWall[ SINGLEBROKENWALL_NUMELEMENTS ];
DisplaySpec SingleDecor[ SINGLEDECOR_NUMELEMENTS ];
DisplaySpec SingleDecal[ SINGLEDECAL_NUMELEMENTS ];
DisplaySpec SingleFloor[ SINGLEFLOOR_NUMELEMENTS ];
DisplaySpec SingleToilet[ SINGLETOILET_NUMELEMENTS ];
DisplaySpec Room[ ROOM_NUMELEMENTS ];
//These are all of the different selection lists. Changing the max_selections will
//change the number of selections values you can have at a time. This is Bret's gay code,
//These are all of the different selection lists. Changing the max_selections will
//change the number of selections values you can have at a time. This is Bret's gay code,
//though I've cleaned it up a lot.
Selections SelOStructs[MAX_SELECTIONS] = { {FIRSTFULLSTRUCT, 0, 1} }; // Default selections
Selections SelOStructs1[MAX_SELECTIONS] = { {FOURTHOSTRUCT, 0, 1} }; // Default selections
@@ -123,13 +123,13 @@ Selections SelDebris[MAX_SELECTIONS] = { {DEBRISROCKS, 0, 1} };
Selections SelSingleWall[MAX_SELECTIONS] = { {FIRSTWALL, 0, 1} };
Selections SelSingleDoor[MAX_SELECTIONS] = { {FIRSTDOOR, 0, 1} };
Selections SelSingleWindow[MAX_SELECTIONS] = { {FIRSTWALL, 44, 1} };
Selections SelSingleRoof[MAX_SELECTIONS] = { {FIRSTROOF, 0, 1} };
Selections SelSingleNewRoof[MAX_SELECTIONS] = { {FIRSTROOF, 0, 1} };
Selections SelSingleBrokenWall[MAX_SELECTIONS] = { {FIRSTDECORATIONS, 0, 1} };
Selections SelSingleRoof[MAX_SELECTIONS] = { {FIRSTROOF, 0, 1} };
Selections SelSingleNewRoof[MAX_SELECTIONS] = { {FIRSTROOF, 0, 1} };
Selections SelSingleBrokenWall[MAX_SELECTIONS] = { {FIRSTDECORATIONS, 0, 1} };
Selections SelSingleDecor[MAX_SELECTIONS]= { {FIRSTISTRUCT, 0, 1} };
Selections SelSingleDecal[MAX_SELECTIONS] = { {FIRSTWALLDECAL, 0, 1} };
Selections SelSingleFloor[MAX_SELECTIONS] = { {FIRSTFLOOR, 0, 1} };
Selections SelSingleToilet[MAX_SELECTIONS] = { {FIFTHISTRUCT, 0, 1} };
Selections SelSingleFloor[MAX_SELECTIONS] = { {FIRSTFLOOR, 0, 1} };
Selections SelSingleToilet[MAX_SELECTIONS] = { {FIFTHISTRUCT, 0, 1} };
Selections SelRoom[MAX_SELECTIONS] = { {FIRSTWALL, 0, 1} };
// Number of objects currently in the selection list
@@ -147,7 +147,7 @@ INT32 iNumDecorSelected = 1;
INT32 iNumDecalsSelected = 1;
INT32 iNumBrokenWallsSelected = 1;
INT32 iNumFloorsSelected = 1;
INT32 iNumToiletsSelected = 1;
INT32 iNumToiletsSelected = 1;
INT32 iNumRoofsSelected = 1;
INT32 iNumNewRoofsSelected = 1;
INT32 iNumRoomsSelected = 1;
@@ -157,7 +157,7 @@ Selections OldSelList[MAX_SELECTIONS];
INT32 iOldNumSelList;
// Global pointers for selection list
Selections *pSelList;
Selections *pSelList;
INT32 *pNumSelList;
// Global used to indicate which selection to use (changes with the PGUP/PGDWN keys in editor)
@@ -183,15 +183,15 @@ void CreateJA2SelectionWindow( INT16 sWhat )
fAllDone = FALSE;
DisableEditorTaskbar( );
// Load up the button images
iButtonIcons[ CANCEL_ICON ] = LoadGenericButtonIcon( "EDITOR//bigX.sti" );
iButtonIcons[ UP_ICON ] = LoadGenericButtonIcon( "EDITOR//lgUpArrow.sti" );
iButtonIcons[ DOWN_ICON ] = LoadGenericButtonIcon( "EDITOR//lgDownArrow.sti" );
iButtonIcons[ OK_ICON ] = LoadGenericButtonIcon( "EDITOR//checkmark.sti" );
iSelectWin = CreateHotSpot(0, 0, 600, 360, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, SelWinClkCallback);
DEFAULT_MOVE_CALLBACK, SelWinClkCallback);
iCancelWin = CreateIconButton((INT16)iButtonIcons[CANCEL_ICON], 0,
BUTTON_USE_DEFAULT, 600, 40,
@@ -221,7 +221,7 @@ void CreateJA2SelectionWindow( INT16 sWhat )
DEFAULT_MOVE_CALLBACK, DwnClkCallback);
SetButtonFastHelpText(iScrollDown,L"Scroll window down");
fButtonsPresent = TRUE;
fButtonsPresent = TRUE;
SelWinSpacing.iX = 2;
SelWinSpacing.iY = 2;
@@ -230,12 +230,12 @@ void CreateJA2SelectionWindow( INT16 sWhat )
SelWinStartPoint.iY = 15;
iTopWinCutOff = 15;
SelWinEndPoint.iX = 599;
SelWinEndPoint.iY = 359;
iBotWinCutOff = 359;
switch( sWhat )
{
case SELWIN_OSTRUCTS:
@@ -352,14 +352,14 @@ void CreateJA2SelectionWindow( INT16 sWhat )
return;
}
BuildDisplayWindow( pDSpec, usNSpecs, &pDispList, &SelWinStartPoint, &SelWinEndPoint,
BuildDisplayWindow( pDSpec, usNSpecs, &pDispList, &SelWinStartPoint, &SelWinEndPoint,
&SelWinSpacing, CLEAR_BACKGROUND);
}
//The selection window method is initialized here. This is where all the graphics for all
//the categories are organized and loaded. If you wish to move things around, then this is
//where the initialization part is done. I have also changed this from previously being loaded
//The selection window method is initialized here. This is where all the graphics for all
//the categories are organized and loaded. If you wish to move things around, then this is
//where the initialization part is done. I have also changed this from previously being loaded
//every single time you go into a selection window which was redundant and CPU consuming.
void InitJA2SelectionWindow( void )
{
@@ -416,7 +416,7 @@ void InitJA2SelectionWindow( void )
OStructs1[ iCount + 1 ].uiObjIndx = FIRSTOSTRUCT + iCount;
}
// Other junk! (the "2" button in the "terrain" toolbar)
OStructs2[ 0 ].ubType = DISPLAY_GRAPHIC;
OStructs2[ 0 ].hVObject = gTileDatabase[gTileTypeStartIndex[THIRDOSTRUCT]].hTileSurface;
@@ -536,13 +536,13 @@ void InitJA2SelectionWindow( void )
DebrisList[ iCount ].usEnd = 0;
DebrisList[ iCount ].uiObjIndx = DEBRISROCKS + iCount;
}
// Add one more for new misc debris
// Add one more for new misc debris
DebrisList[ iCount ].ubType = DISPLAY_GRAPHIC;
DebrisList[ iCount ].hVObject = gTileDatabase[gTileTypeStartIndex[DEBRIS2MISC ] ].hTileSurface;
DebrisList[ iCount ].usStart = DISPLAY_ALL_OBJECTS;
DebrisList[ iCount ].usEnd = 0;
DebrisList[ iCount ].uiObjIndx = DEBRIS2MISC;
//Add yet another one...
//Add yet another one...
iCount++;
DebrisList[ iCount ].ubType = DISPLAY_GRAPHIC;
DebrisList[ iCount ].hVObject = gTileDatabase[gTileTypeStartIndex[ANOTHERDEBRIS ] ].hTileSurface;
@@ -584,7 +584,7 @@ void InitJA2SelectionWindow( void )
Room[ iCount ].uiObjIndx = FIRSTSLANTROOF + iCount2;
}
//Walls
//Walls
for ( iCount = 0, iCount2 = 0; iCount < (LASTWALL - FIRSTWALL + 1); iCount++, iCount2+=2 )
{
SingleWall[ iCount2 ].ubType = DISPLAY_GRAPHIC;
@@ -634,13 +634,13 @@ void InitJA2SelectionWindow( void )
SingleDoor[ iCount2+4 ].usEnd = 19;
SingleDoor[ iCount2+4 ].uiObjIndx = FIRSTDOOR + iCount;
}
//Windows
//Windows
for ( iCount = 0; iCount < (LASTWALL - FIRSTWALL + 1); iCount++ )
{
{
SingleWindow[ iCount ].ubType = DISPLAY_GRAPHIC;
SingleWindow[ iCount ].hVObject = gTileDatabase[gTileTypeStartIndex[FIRSTWALL + iCount]].hTileSurface;
SingleWindow[ iCount ].usStart = WALL_FIRST_WINDOW_OFFSET;
SingleWindow[ iCount ].usEnd = WALL_LAST_WINDOW_OFFSET;
SingleWindow[ iCount ].usStart = WALL_FIRST_WINDOW_OFFSET;
SingleWindow[ iCount ].usEnd = WALL_LAST_WINDOW_OFFSET;
SingleWindow[ iCount ].uiObjIndx = FIRSTWALL + iCount;
}
//Roofs and slant roofs
@@ -810,11 +810,11 @@ void RemoveJA2SelectionWindow( void )
pDispList = TrashList(pDispList);
}
gfRenderTaskbar = TRUE;
gfOverheadMapDirty = TRUE;
EnableEditorTaskbar( );
}
//----------------------------------------------------------------------------------------------
// TrashList
@@ -828,10 +828,10 @@ DisplayList *TrashList( DisplayList *pNode )
if (pNode->pNext != NULL)
pNode->pNext = TrashList(pNode->pNext);
if (pNode->pNext == NULL)
MemFree(pNode);
return(NULL);
}
@@ -865,9 +865,9 @@ void RenderSelectionWindow( void )
button = ButtonList[iSelectWin];
if ( button == NULL )
return;
if ( (abs( iStartClickX - button->Area.MouseXPos ) > 9) ||
(abs( iStartClickY - (button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY)) > 9) )
if ( (abs( iStartClickX - button->Area.MouseXPos ) > 9) ||
(abs( iStartClickY - (button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY)) > 9) )
{
// iSX = (INT32)iStartClickX;
// iEX = (INT32)button->Area.MouseXPos;
@@ -931,7 +931,7 @@ void SelWinClkCallback( GUI_BUTTON *button, INT32 reason )
if (!(button->uiFlags & BUTTON_ENABLED))
return;
iClickX = button->Area.MouseXPos;
iClickY = button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY;
@@ -976,7 +976,7 @@ void SelWinClkCallback( GUI_BUTTON *button, INT32 reason )
else if (reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
button->uiFlags &= (~BUTTON_CLICKED_ON);
if( !gfRenderSquareArea )
return;
@@ -1061,7 +1061,7 @@ void DisplaySelectionWindowGraphicalInformation()
}
SetFont( FONT12POINT1 );
SetFontForeground( FONT_WHITE );
if( pNode )
if( pNode )
{
//usObjIndex = (UINT16)pNode->uiObjIndx;
//usIndex = pNode->uiIndex;
@@ -1074,13 +1074,13 @@ void DisplaySelectionWindowGraphicalInformation()
}
else
{
mprintf( 2, 2, L"File: %S, subindex: %d (%S)",
mprintf( 2, 2, L"File: %S, subindex: %d (%S)",
gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ pNode->uiObjIndx ],
pNode->uiIndex, gTileSurfaceName[ pNode->uiObjIndx ] );
}
}
mprintf( 350, 2, L"Current Tileset: %s", gTilesets[ giCurrentTilesetID ].zName );
}
mprintf( 350, 2, L"Current Tileset: %s", gTilesets[ giCurrentTilesetID ].zName );
}
//----------------------------------------------------------------------------------------------
// AddToSelectionList
@@ -1095,12 +1095,12 @@ void AddToSelectionList( DisplayList *pNode )
for (iIndex = 0; iIndex < (*pNumSelList); iIndex++ )
{
if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
pNode->uiIndex == pSelList[ iIndex ].usIndex )
pNode->uiIndex == pSelList[ iIndex ].usIndex )
{
iUseIndex = iIndex;
break;
}
}
}
if ( iUseIndex >= 0 )
{
@@ -1171,13 +1171,13 @@ BOOLEAN RemoveFromSelectionList( DisplayList *pNode )
for (iIndex = 0; iIndex < (*pNumSelList); iIndex++ )
{
if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
pNode->uiIndex == pSelList[ iIndex ].usIndex )
pNode->uiIndex == pSelList[ iIndex ].usIndex )
{
iUseIndex = iIndex;
break;
}
}
}
if ( iUseIndex >= 0 )
{
// Was already in the list, so bump up the count
@@ -1188,7 +1188,7 @@ BOOLEAN RemoveFromSelectionList( DisplayList *pNode )
// Squash the list to remove old entry
for ( iIndex = iUseIndex; iIndex < ((*pNumSelList) - 1); iIndex++ )
pSelList[ iIndex ] = pSelList[ iIndex + 1 ];
(*pNumSelList)--;
fRemoved = TRUE;
}
@@ -1214,7 +1214,7 @@ INT32 GetRandomSelection( void )
fDontUseRandom = FALSE;
return( iCurBank );
}
iTotalCounts = 0;
for (iIndex = 0; iIndex < (*pNumSelList); iIndex++ )
iTotalCounts += (INT32)pSelList[ iIndex ].sCount;
@@ -1248,12 +1248,12 @@ BOOLEAN IsInSelectionList( DisplayList *pNode )
for (iIndex = 0; iIndex < (*pNumSelList) && !fFound; iIndex++ )
{
if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
pNode->uiIndex == pSelList[ iIndex ].usIndex )
pNode->uiIndex == pSelList[ iIndex ].usIndex )
{
fFound = TRUE;
}
}
}
return ( fFound );
}
@@ -1275,13 +1275,13 @@ INT32 FindInSelectionList( DisplayList *pNode )
for (iIndex = 0; iIndex < (*pNumSelList) && !fFound; iIndex++ )
{
if ( pNode->uiObjIndx == pSelList[ iIndex ].uiObject &&
pNode->uiIndex == pSelList[ iIndex ].usIndex )
pNode->uiIndex == pSelList[ iIndex ].usIndex )
{
fFound = TRUE;
iUseIndex = iIndex;
}
}
}
return ( iUseIndex );
}
@@ -1289,7 +1289,7 @@ INT32 FindInSelectionList( DisplayList *pNode )
//----------------------------------------------------------------------------------------------
// SaveSelectionList
//
// Copies the current selection list to a save buffer. Used in case we want to cancel a
// Copies the current selection list to a save buffer. Used in case we want to cancel a
// selection window.
//
void SaveSelectionList( void )
@@ -1326,7 +1326,7 @@ void RestoreSelectionList( void )
void OkClkCallback( GUI_BUTTON *button, INT32 reason )
{
if (reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
button->uiFlags |= BUTTON_CLICKED_ON;
@@ -1345,7 +1345,7 @@ void OkClkCallback( GUI_BUTTON *button, INT32 reason )
// Button callback function for the selection window's CANCEL button
//
void CnclClkCallback( GUI_BUTTON *button, INT32 reason )
{
{
if (reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
button->uiFlags |= BUTTON_CLICKED_ON;
@@ -1480,14 +1480,14 @@ void DrawSelections( void )
GetClippingRect(&ClipRect);
SetClippingRect(&NewRect);
// SetFont( gpSmallFont );
SetFont( gpLargeFontType1 );
SetObjectShade( gvoLargeFontType1, 0 );
// SetObjectShade( gvoLargeFont, 0 );
DisplayWindowFunc( pDispList, iTopWinCutOff, iBotWinCutOff, &SelWinStartPoint, CLEAR_BACKGROUND );
SetObjectShade( gvoLargeFontType1, 4 );
SetClippingRect(&ClipRect);
@@ -1501,7 +1501,7 @@ void DrawSelections( void )
// properly scrolling the window etc.
//
BOOLEAN BuildDisplayWindow( DisplaySpec *pDisplaySpecs, UINT16 usNumSpecs, DisplayList **pDisplayList,
SGPPoint * pUpperLeft, SGPPoint * pBottomRight,
SGPPoint * pUpperLeft, SGPPoint * pBottomRight,
SGPPoint * pSpacing, UINT16 fFlags )
{
INT32 iCurrX = pUpperLeft->iX;
@@ -1552,7 +1552,7 @@ BOOLEAN BuildDisplayWindow( DisplaySpec *pDisplaySpecs, UINT16 usNumSpecs, Displ
iCurrY += usGreatestHeightInRow + pSpacing->iY;
usGreatestHeightInRow = 0;
}
if ((pCurNode = (DisplayList *)MemAlloc(sizeof(DisplayList))) != FALSE)
{
pCurNode->hObj = pDisplaySpec->hVObject;
@@ -1580,7 +1580,7 @@ BOOLEAN BuildDisplayWindow( DisplaySpec *pDisplaySpecs, UINT16 usNumSpecs, Displ
}
iCurrX += pETRLEObject->usWidth + pSpacing->iX;
}
}
}
}
@@ -1604,7 +1604,7 @@ BOOLEAN DisplayWindowFunc( DisplayList *pNode, INT16 iTopCutOff, INT16 iBottomCu
ETRLEObject * pETRLEObject;
UINT16 usFillColor;
INT16 sCount;
if ( pNode == NULL )
return(TRUE);
@@ -1637,7 +1637,7 @@ BOOLEAN DisplayWindowFunc( DisplayList *pNode, INT16 iTopCutOff, INT16 iBottomCu
usFillColor = SelWinHilightFillColor;
ColorFillVideoSurfaceArea( FRAME_BUFFER, pNode->iX, iCurrY,
pNode->iX + pNode->iWidth,
pNode->iX + pNode->iWidth,
iCurrY + pNode->iHeight, usFillColor);
}
@@ -1646,7 +1646,7 @@ BOOLEAN DisplayWindowFunc( DisplayList *pNode, INT16 iTopCutOff, INT16 iBottomCu
sCount = pSelList[ FindInSelectionList( pNode ) ].sCount;
SetObjectShade( pNode->hObj, DEFAULT_SHADE_LEVEL );
fReturnVal = BltVideoObject( FRAME_BUFFER, pNode->hObj, pNode->uiIndex,
fReturnVal = BltVideoObject( FRAME_BUFFER, pNode->hObj, pNode->uiIndex,
(UINT16)pNode->iX, (UINT16)iCurrY,
VO_BLT_SRCTRANSPARENCY, NULL);
@@ -1670,6 +1670,6 @@ BOOLEAN DisplayWindowFunc( DisplayList *pNode, INT16 iTopCutOff, INT16 iBottomCu