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replaced iLastHandPosMapScreen global from mapscreen inventory code with iLastHandPos from tactical - I need it for upcoming feature and it should not cause any problems since you cannot have item in mouse pointer and change game mode
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9043 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -585,7 +585,7 @@ extern UINT8 gubHandPos;
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extern UINT16 gusOldItemIndex;
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extern UINT16 gusNewItemIndex;
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extern BOOLEAN gfDeductPoints;
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INT32 iLastHandPosMapScreen = -1;
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extern INT32 iLastHandPos;
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extern void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj );
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extern void SwapGoggles(SOLDIERTYPE *pTeamSoldier);
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@@ -9708,7 +9708,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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// remember what it was
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usOldItemIndex = pSoldier->inv[ uiHandPos ].usItem;
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iLastHandPosMapScreen = uiHandPos;
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iLastHandPos = uiHandPos;
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// pick it up
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MAPBeginItemPointer( pSoldier, (UINT8)uiHandPos );
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@@ -9735,12 +9735,12 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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return;
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//Jenilee: determine the cost of moving this item around in our inventory
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usCostToMoveItem = GetInvMovementCost(gpItemPointer, iLastHandPosMapScreen, uiHandPos);
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usCostToMoveItem = GetInvMovementCost(gpItemPointer, iLastHandPos, uiHandPos);
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// Flugente: backgrounds
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usCostToMoveItem = (usCostToMoveItem * (100 + pSoldier->GetBackgroundValue(BG_INVENTORY))) / 100;
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//we dont have enough APs to move it to this slot, show a warning message
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if (usCostToMoveItem > 0 && pSoldier->bActionPoints < usCostToMoveItem && pSoldier->inv[iLastHandPosMapScreen].usItem == NULL)
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if (usCostToMoveItem > 0 && pSoldier->bActionPoints < usCostToMoveItem && pSoldier->inv[iLastHandPos].usItem == NULL)
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{
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[NOT_ENOUGH_APS_STR]);
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return;
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@@ -9877,7 +9877,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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// Else, try to place here
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if (PlaceObject(pSoldier, (UINT8)uiHandPos, gpItemPointer))
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{
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iLastHandPosMapScreen = uiHandPos;
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iLastHandPos = uiHandPos;
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pSoldier->bActionPoints -= usCostToMoveItem;
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HandleTacticalEffectsOfEquipmentChange(pSoldier, uiHandPos, usOldItemIndex, usNewItemIndex);
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