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Merged from revision: 7262
Fixes (by anv) - fix: comparison feature would sometimes show comparison with empty sector inventory slots, - fix: enemy taunts aimed at NOBODY could cause out of range, - fix: list of boxers fought per day is properly reset when fight club reopens, - fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses), - fix: boxing opponents won't try to call reinforcements any more. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6979,11 +6979,12 @@ void RenderItemDescriptionBox( )
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{
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if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
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{
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OBJECTTYPE *gpComparedItemDescObject;
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OBJECTTYPE *gpComparedItemDescObject = NULL;
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BOOLEAN fComparisonMode = FALSE;
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if( _KeyDown( CTRL ) && gfCheckForCursorOverMapSectorInventoryItem )
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{
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gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
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if( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object.usItem )
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gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
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if( gpComparedItemDescObject != NULL )
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{
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if( Item[ gpComparedItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE|IC_BLADE|IC_PUNCH) )
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@@ -7445,11 +7446,12 @@ void RenderItemDescriptionBox( )
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}
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else
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{
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OBJECTTYPE *gpComparedItemDescObject;
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OBJECTTYPE *gpComparedItemDescObject = NULL;
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BOOLEAN fComparisonMode = FALSE;
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if( _KeyDown( CTRL ) && gfCheckForCursorOverMapSectorInventoryItem )
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{
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gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
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if( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object.usItem )
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gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
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if( gpComparedItemDescObject != NULL )
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{
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if( Item[ gpComparedItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE|IC_BLADE|IC_PUNCH) )
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