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- Bugfixes (by Buggler)
o Fixed Restrict Mouse Region for Stack Popup Screen. Also a Dirty CTD fix for illegal Holster/Backpack pickup in Strategic Key Panel Popup o Fixed Item Transfer Exploit in Stack Popup Screen/Item in Hand during Combat mode by using hotkeys to select other mercs in Strategic & Tactical Interface o Corrected Numerator & Denominator Order for Armor Protection Raw Values in Popup Info text git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5632 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -8990,11 +8990,11 @@ BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolLi
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gfInSectorStackPopup = TRUE;
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fShowInventoryFlag = TRUE;
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//Reserict mouse cursor to panel
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//Restrict mouse cursor to panel
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aRect.iLeft = sInvX + sOffSetX;
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aRect.iTop = sInvY + sOffSetY;
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aRect.iRight = aRect.iLeft + sItemWidth * usPopupWidth;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)+1) * usPopupHeight;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)) * usPopupHeight;
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RestrictMouseCursor( &aRect );
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@@ -9160,11 +9160,11 @@ BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX
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gfInItemStackPopup = TRUE;
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//Reserict mouse cursor to panel
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//Restrict mouse cursor to panel
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aRect.iLeft = sInvX + xResOffset;
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aRect.iTop = sInvY + sOffSetY;
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aRect.iRight = aRect.iLeft + sItemWidth * usPopupWidth;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)+1) * usPopupHeight;
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aRect.iRight = aRect.iLeft + min(cnt,sItemWidth) * usPopupWidth;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)) * usPopupHeight;
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//aRect.iTop = sInvY;
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//aRect.iLeft = sInvX;
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//aRect.iBottom = sInvY + sInvHeight;
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@@ -9469,11 +9469,11 @@ BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16
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gfInKeyRingPopup = TRUE;
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//Reserict mouse cursor to panel
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//Restrict mouse cursor to panel
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aRect.iLeft = gsKeyRingPopupInvX + sOffSetX;
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aRect.iTop = sInvY + sOffSetY;
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aRect.iRight = aRect.iLeft + sKeyRingItemWidth * usPopupWidth;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sKeyRingItemWidth)+1) * usPopupHeight;
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aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sKeyRingItemWidth)) * usPopupHeight;
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RestrictMouseCursor( &aRect );
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@@ -11961,8 +11961,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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sThreshold, //repair threshold
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pInvPanelTitleStrings[ 4 ], //Protection string
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iProtection, //Protection rating in % based on best armor
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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pInvPanelTitleStrings[ 3 ], //Camo string
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GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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@@ -11982,8 +11982,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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sValue, //Item condition
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pInvPanelTitleStrings[ 4 ], //Protection string
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iProtection, //Protection rating in % based on best armor
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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pInvPanelTitleStrings[ 3 ], //Camo string
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GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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