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synced 2026-07-29 13:52:17 +02:00
If the itemlist is huge and one uses New Inventory System, New Attachment System and a lot of MOLLE items, there is a noticable slowdown if inventory is open in tactical. I cleaned up code to ease that somewhat, but the problem will likely persist.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -21,7 +21,7 @@
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#include "GameSettings.h"
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#endif
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR FROMRGB( 200, 0, 0 )
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#define BANDAGE_BAR_SHADOW FROMRGB( 156, 60, 60 )
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#define BANDAGE_BAR FROMRGB( 222, 132, 132 )
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@@ -81,7 +81,6 @@ STR pbCarPortraitFileNames[ ]={
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// load int he portraits for the car faces that will be use in mapscreen
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BOOLEAN LoadCarPortraitValues( void )
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{
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INT32 iCounter = 0;
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VOBJECT_DESC VObjectDesc;
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/*
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@@ -91,15 +90,15 @@ BOOLEAN LoadCarPortraitValues( void )
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUM_PROFILES; ++iCounter )
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{
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// silversurfer: fixed to make sure that we only create objects for vehicles that have a face defined
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// otherwise CHECKF will fail and return FALSE breaking the for loop and ignoring any further vehicles
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter && gNewVehicle[ iCounter ].szIconFace[0] != 0 )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, gNewVehicle[ iCounter ].szIconFace );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, gNewVehicle[ iCounter ].szIconFace );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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}
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}
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@@ -116,8 +115,6 @@ BOOLEAN LoadCarPortraitValues( void )
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// get rid of the images we loaded for the mapscreen car portraits
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void UnLoadCarPortraits( void )
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{
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INT32 iCounter = 0;
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// car protraits loaded?
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/*
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if( giCarPortraits[ 0 ] == -1 )
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@@ -132,15 +129,13 @@ void UnLoadCarPortraits( void )
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUM_PROFILES; ++iCounter )
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{
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter )
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{
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DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
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}
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}
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return;
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}
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@@ -281,19 +276,18 @@ void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWi
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}
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UnLockVideoSurface( uiBuffer );
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}
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void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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HVOBJECT hHandle;
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HVOBJECT hHandle;
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// Erase what was there
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if ( fErase )
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@@ -307,12 +301,10 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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return;
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}
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// DO MAX MAX BREATH
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dPercentage = 1.;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// brown guy
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GetVideoObject( &hHandle, guiBrownBackgroundForTeamPanel );
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@@ -323,21 +315,18 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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if( gusSelectedSoldier == pSoldier->ubID && gTacticalStatus.ubCurrentTeam == OUR_TEAM && OK_INTERRUPT_MERC( pSoldier ) )
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{
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// gold, the second entry in the .sti
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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@@ -360,9 +349,6 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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dPercentage = (FLOAT)pSoldier->bBreathMax / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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@@ -376,7 +362,6 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BREATH
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dPercentage = (FLOAT)pSoldier->bBreath / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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@@ -390,10 +375,8 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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@@ -420,7 +403,6 @@ void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO BREATH
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dPercentage = (FLOAT)pSoldier->aiData.bMorale / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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@@ -434,24 +416,21 @@ void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, INT16 sColor1, INT16 sColor2, BOOLEAN fErase, UINT32 uiBuffer, UINT8 iter )
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{
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FLOAT dStart, dEnd, dPercentage;
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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INT16 sValue;
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INT16 sValue;
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if ( ubStatus >= DRAW_ITEM_STATUS_ATTACHMENT1 )
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{
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sValue = 0;
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@@ -469,18 +448,15 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
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}
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else
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{
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if (ubStatus < pObject->ubNumberOfObjects) {
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if (ubStatus < pObject->ubNumberOfObjects)
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sValue = (*pObject)[ ubStatus ]->data.objectStatus;
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}
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else {
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else
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sValue = 0;
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}
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}
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// Adjust for ammo, other thingys..
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if( Item[ pObject->usItem ].usItemClass & IC_AMMO )
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{
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sValue = sValue * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
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if ( sValue < 0 )
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@@ -488,17 +464,13 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
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sValue = (*pObject)[iter]->data.ubShotsLeft * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
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DebugMsg ( TOPIC_JA2, DBG_LEVEL_3, String("Ammo status: shots left %d * 100 / Mag Size %d = value %d",(*pObject)[iter]->data.ubShotsLeft,Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize,sValue ));
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}
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if ( sValue > 100 )
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{
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sValue = 100;
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}
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if ( sValue > 100 )
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sValue = 100;
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}
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if( Item[ pObject->usItem ].usItemClass & IC_KEY )
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{
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sValue =100;
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}
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// Flugente
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if ( ubStatus == DRAW_ITEM_TEMPERATURE )
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@@ -531,14 +503,14 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
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// ATE: Subtract 1 to exagerate bad status
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if ( sValue < 100 && sValue > 1 )
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{
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sValue--;
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--sValue;
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}
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// Erase what was there
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if ( fErase )
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/*if ( fErase )
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{
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//RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}*/
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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@@ -560,14 +532,12 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
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RectangleDraw( TRUE, sXPos + 1, (INT32)(dStart - repairthresholdend), sXPos + 1, (INT32)( dStart - sHeight ) , usLineColor, pDestBuf );
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}
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//usLineColor = Get16BPPColor( STATUS_BAR );
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usLineColor = sColor1;
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = sColor2;
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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if ( uiBuffer == guiSAVEBUFFER )
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@@ -578,7 +548,6 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
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{
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InvalidateRegion( sXPos, (INT16)(sYPos - sHeight), sXPos + sWidth, (INT16)(sYPos + 1 ) );
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}
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}
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void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLEAN fAutoFace )
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@@ -586,10 +555,8 @@ void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLE
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BOOLEAN fDoFace = FALSE;
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// UINT8 ubVehicleType = 0;
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if ( pSoldier->bActive )
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{
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if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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// get the type of vehicle
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@@ -641,7 +608,6 @@ void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLE
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//}
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RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
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}
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}
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// HEADROCK HAM 5: This function draws a rectangle around the item image in the zoomed inventory
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