mirror of
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****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+89
-298
@@ -511,8 +511,8 @@ INT8 gbZipperButPos[2][2] =
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};
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//Legion by Jazz
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void BtnOknoCallback(GUI_BUTTON *btn,INT32 reason);
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void BtnFenceCallback(GUI_BUTTON *btn,INT32 reason);
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//void BtnOknoCallback(GUI_BUTTON *btn,INT32 reason);
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//void BtnFenceCallback(GUI_BUTTON *btn,INT32 reason);
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// Mouse button and region callbacks
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//void BtnPositionCallback( GUI_BUTTON *btn, INT32 reason );
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@@ -877,7 +877,7 @@ void UpdateSMPanel( )
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giSMStealthButton = QuickCreateButton( giSMStealthImages, SM_STEALTHMODE_X, SM_STEALTHMODE_Y,
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BUTTON_TOGGLE, MSYS_PRIORITY_HIGH - 1,
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DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnStealthModeCallback );
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RenderBackpackButtons(0); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(ACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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SetButtonFastHelpText( giSMStealthButton, TacticalStr[ TOGGLE_STEALTH_MODE_POPUPTEXT ] );
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@@ -889,7 +889,7 @@ void UpdateSMPanel( )
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{
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DisableButton( giSMStealthButton );
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}
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RenderBackpackButtons(3); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(DISABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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}
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}
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@@ -953,49 +953,10 @@ void UpdateSMPanel( )
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}
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}
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DisableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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//DisableButton
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//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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//{
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//DisableButton( iSMPanelButtons[ HOP_BUTTON ] ); //Legion by Jazz
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//}
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GetMercClimbDirection( gpSMCurrentMerc->ubID, &fNearLowerLevel, &fNearHeigherLevel );
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//--------------------- Legion-----------------
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/*
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if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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{
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if ( gpSMCurrentMerc->pathing.bLevel == 0 )
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{
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GetMercOknoDirection( gpSMCurrentMerc->ubID, &fNearLowerLevelOkno, &fNearHeigherLevelOkno ); //Legion by JAzz
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if ( fNearLowerLevelOkno || fNearHeigherLevelOkno )
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{
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if ( fNearLowerLevelOkno )
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{
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if ( EnoughPoints( gpSMCurrentMerc, GetAPsToJumpThroughWindows( gpSMCurrentMerc, TRUE ), 0, FALSE ) )
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{
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EnableButton( iSMPanelButtons[ HOP_BUTTON ] );
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}
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}
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if ( fNearHeigherLevelOkno )
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{
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if ( EnoughPoints( gpSMCurrentMerc, GetAPsToJumpThroughWindows( gpSMCurrentMerc, FALSE ), 0, FALSE ) )
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{
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EnableButton( iSMPanelButtons[ HOP_BUTTON ] );
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}
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}
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}
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}
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}
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*/
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//---------
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if ( fNearLowerLevel || fNearHeigherLevel )
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{
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if ( fNearLowerLevel )
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@@ -1014,31 +975,24 @@ if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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}
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}
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}
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//----------------------------Legion by Jazz------------------------------
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//DisableButton
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/*
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if (gGameExternalOptions.fCanJumpThroughWindows == TRUE )
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{
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if ( FindOknoDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) && gpSMCurrentMerc->pathing.bLevel == 0 )
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{
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EnableButton( iSMPanelButtons[ HOP_BUTTON ] );
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}
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}
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*/
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if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
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{
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if ( FindFenceDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
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{
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EnableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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}
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}
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//------------------------------------------
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if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
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{
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if ( FindWallJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
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{
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if ( EnoughPoints( gpSMCurrentMerc, GetAPsToJumpWall( gpSMCurrentMerc, FALSE ), 0, FALSE ) )
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{
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EnableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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}
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}
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}
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if ( FindFenceJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
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{
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EnableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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if ( EnoughPoints( gpSMCurrentMerc, GetAPsToJumpFence( gpSMCurrentMerc, FALSE ), 0, FALSE ) )
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{
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EnableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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}
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}
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if ( (gTacticalStatus.ubCurrentTeam != gbPlayerNum) || (gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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@@ -1114,11 +1068,6 @@ if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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// If not selected ( or dead ), disable/gray some buttons
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if ( gusSelectedSoldier != gpSMCurrentMerc->ubID || ( gpSMCurrentMerc->stats.bLife < OKLIFE ) || (gTacticalStatus.ubCurrentTeam != gbPlayerNum) || gfSMDisableForItems )
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{
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//DisableButton
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//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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//{
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//DisableButton( iSMPanelButtons[ HOP_BUTTON ] ); //Legion by Jazz
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//}
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DisableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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DisableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
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DisableButton( iSMPanelButtons[ STANCEUP_BUTTON ] );
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@@ -1130,7 +1079,7 @@ if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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{
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DisableButton( giSMStealthButton );
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}
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RenderBackpackButtons(3); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(DISABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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}
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else
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{
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@@ -1154,7 +1103,7 @@ if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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EnableButton( giSMStealthButton );
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}
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if(!gfInItemDescBox)
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RenderBackpackButtons(2); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(ENABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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}
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// CJC Dec 4 2002: or if item pickup menu is up
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@@ -1225,6 +1174,9 @@ void RenderBackpackButtons(int bpAction)
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// Only run if the Tactical Inventory Panel is open
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if(gsCurInterfacePanel != SM_PANEL)
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return;
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// Don't run if keyring is open
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if(gfInKeyRingPopup)
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return;
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// If Merc hasn't been set, default to first merc
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if(gpSMCurrentMerc==NULL)
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gpSMCurrentMerc = MercPtrs[ 0 ];
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@@ -1232,7 +1184,7 @@ void RenderBackpackButtons(int bpAction)
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// Deal with buttons depending on which screen is currently active
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switch (bpAction)
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{
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case 0:
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case ACTIVATE_BUTTON:
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// Activate buttons
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if(giSMZipperButton != -1)
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RemoveButton( giSMZipperButton );
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@@ -1267,38 +1219,38 @@ void RenderBackpackButtons(int bpAction)
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//SetButtonFastHelpText( giSMZipperButton, TacticalStr[ ] );
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//SetButtonFastHelpText( giSMDropPackButton, TacticalStr[ ] );
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break;
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case 1:
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case DEACTIVATE_BUTTON:
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// Deactivate buttons
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if(giSMZipperButton != -1)
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RemoveButton( giSMZipperButton );
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if(giSMDropPackButton != -1)
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RemoveButton( giSMDropPackButton );
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RenderBackpackButtons(4);
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RenderBackpackButtons(UNLOAD_BUTTON);
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giSMDropPackImages = -1;
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giSMDropPackButton = -1;
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giSMZipperImages = -1;
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giSMZipperButton = -1;
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break;
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case 2:
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case ENABLE_BUTTON:
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// Enable buttons
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if(giSMDropPackButton == -1 || giSMZipperButton == -1)
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{
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RenderBackpackButtons(1);
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RenderBackpackButtons(0);
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RenderBackpackButtons(DEACTIVATE_BUTTON);
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RenderBackpackButtons(ACTIVATE_BUTTON);
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}
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if(giSMDropPackButton != -1)
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EnableButton( giSMDropPackButton );
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if(giSMZipperButton != -1)
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EnableButton( giSMZipperButton );
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break;
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case 3:
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case DISABLE_BUTTON:
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// Disable buttons
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if(giSMDropPackButton != -1)
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DisableButton( giSMDropPackButton );
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if(giSMZipperButton != -1)
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DisableButton( giSMZipperButton );
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break;
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case 4:
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case UNLOAD_BUTTON:
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if(giSMZipperImages != -1)
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UnloadButtonImage( giSMZipperImages );
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if(giSMDropPackImages != -1)
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@@ -1368,11 +1320,6 @@ void EnableSMPanelButtons( BOOLEAN fEnable , BOOLEAN fFromItemPickup )
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// only enable the following if NOT in shopkeeper's interface
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if ( !(guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
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{
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//DisableButton
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//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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//{
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//EnableButton( iSMPanelButtons[ HOP_BUTTON ] ); //Legion by JAzz
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//}
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EnableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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EnableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
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EnableButton( iSMPanelButtons[ STANCEUP_BUTTON ] );
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@@ -1384,7 +1331,7 @@ void EnableSMPanelButtons( BOOLEAN fEnable , BOOLEAN fFromItemPickup )
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{
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EnableButton( giSMStealthButton );
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}
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RenderBackpackButtons(2); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(ENABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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if ( gfDisableTacticalPanelButtons )
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{
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@@ -1416,11 +1363,6 @@ void EnableSMPanelButtons( BOOLEAN fEnable , BOOLEAN fFromItemPickup )
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}
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else
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{
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//DisableButton
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//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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//{
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//DisableButton( iSMPanelButtons[ HOP_BUTTON ] ); //Legion by Jazz
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//}
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DisableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
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DisableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
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DisableButton( iSMPanelButtons[ STANCEUP_BUTTON ] );
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@@ -1432,7 +1374,7 @@ void EnableSMPanelButtons( BOOLEAN fEnable , BOOLEAN fFromItemPickup )
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{
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DisableButton( giSMStealthButton );
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}
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RenderBackpackButtons(3); /* CHRISL: Needed for new inventory backpack buttons */
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RenderBackpackButtons(DISABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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if ( !fFromItemPickup )
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{
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@@ -1662,7 +1604,7 @@ BOOLEAN InitializeSMPanelCoordsOld()
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LOCATION_NAME_Y = ( 65 + INTERFACE_START_Y );
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// Keyring
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KEYRING_X = 487;
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KEYRING_X = 494; //487;
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KEYRING_Y = (105 + INV_INTERFACE_START_Y);
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// so we got everything "dynamic" now we just return TRUE
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@@ -1952,9 +1894,9 @@ BOOLEAN InitializeSMPanelCoordsNew()
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}
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// WANNE 2
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SM_DONE_X = (SCREEN_WIDTH - 152);
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SM_DONE_X = (SCREEN_WIDTH - 146); // 152
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SM_DONE_Y = ( 118 + INV_INTERFACE_START_Y );
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SM_MAPSCREEN_X = (SCREEN_WIDTH - 152);
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SM_MAPSCREEN_X = (SCREEN_WIDTH - 146); // 152
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SM_MAPSCREEN_Y = ( 140 + INV_INTERFACE_START_Y );
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SM_POSITIONB_X = ( 106 + INTERFACE_START_X );
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@@ -2030,13 +1972,13 @@ BOOLEAN InitializeSMPanelCoordsNew()
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// ow and te clock and location i will put it here
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INTERFACE_CLOCK_X = (SCREEN_WIDTH - 86);
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INTERFACE_CLOCK_Y = ( 116 + INV_INTERFACE_START_Y );
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INTERFACE_CLOCK_Y = ( 117 + INV_INTERFACE_START_Y );
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LOCATION_NAME_X = (SCREEN_WIDTH - 92);
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LOCATION_NAME_Y = ( 87 + INTERFACE_START_Y );
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LOCATION_NAME_Y = ( 89 + INTERFACE_START_Y );
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//Keyring
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KEYRING_X = 209;
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KEYRING_Y = (4 + INV_INTERFACE_START_Y);
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KEYRING_X = 217; // 209
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KEYRING_Y = (5 + INV_INTERFACE_START_Y);
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// so we got everything "dynamic" now we just return TRUE
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return ( TRUE );
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@@ -2196,12 +2138,6 @@ BOOLEAN CreateSMPanelButtons( )
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FilenameForBPP("INTERFACE\\inventory_buttons.sti", ubString);
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//Legion by Jazz
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//DisableButton
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//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
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//{
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// FilenameForBPP("INTERFACE\\inventory_buttons_WINDOW_2.sti", ubString2); //LEGION
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//}
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//-----------------------
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// Load button Graphics
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iSMPanelImages[ STANCEUP_IMAGES ] = LoadButtonImage(ubString,-1,0,-1,10,-1 );
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@@ -2217,18 +2153,6 @@ BOOLEAN CreateSMPanelButtons( )
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iSMPanelImages[ TALK_IMAGES ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ] ,-1,6,-1,16,-1 );
|
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iSMPanelImages[ MUTE_IMAGES ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ] ,-1,5,-1,15,-1 );
|
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|
||||
//Legion by Jazz
|
||||
//DisableButton
|
||||
/*
|
||||
if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
{
|
||||
iSMPanelImages[ OPTIONS_IMAGES ] = LoadButtonImage(ubString2,-1,0,-1,1,-1 ); //legion
|
||||
}
|
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else
|
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{
|
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iSMPanelImages[ OPTIONS_IMAGES ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ] ,-1,24,-1,25,-1 );
|
||||
}
|
||||
*/
|
||||
iSMPanelImages[ OPTIONS_IMAGES ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ] ,-1,24,-1,25,-1 );
|
||||
|
||||
iBurstButtonImages[ WM_NORMAL ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ], -1, 7, -1, -1, -1 );
|
||||
@@ -2238,13 +2162,6 @@ BOOLEAN CreateSMPanelButtons( )
|
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iBurstButtonImages[ WM_ATTACHED_GL_BURST ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ], -1, 17, -1, -1, -1 );
|
||||
iBurstButtonImages[ WM_ATTACHED_GL_AUTO ] = UseLoadedButtonImage( iSMPanelImages[ STANCEUP_IMAGES ], -1, 17, -1, -1, -1 );
|
||||
|
||||
//Legion by JAzz
|
||||
//DisableButton
|
||||
//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
//{
|
||||
// iSMPanelImages[ HOP_IMAGES ] = LoadButtonImage(ubString2,-1,2,-1,3,-1 );
|
||||
//}
|
||||
|
||||
FilenameForBPP("INTERFACE\\invadd-ons.sti", ubString);
|
||||
// Load button Graphics
|
||||
iSMPanelImages[ STANCE_IMAGES ] = LoadButtonImage(ubString,0,0,-1,2,-1 );
|
||||
@@ -2263,30 +2180,7 @@ BOOLEAN CreateSMPanelButtons( )
|
||||
|
||||
// SET BUTTONS TO -1
|
||||
memset( iSMPanelButtons, -1, sizeof( iSMPanelButtons ) );
|
||||
|
||||
|
||||
//Legion by Jazz
|
||||
//DisableButton
|
||||
/*if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
{
|
||||
|
||||
if (UsingNewInventorySystem() == true)
|
||||
{
|
||||
iSMPanelButtons[ HOP_BUTTON ] = QuickCreateButton( iSMPanelImages[ HOP_IMAGES ], SM_BURSTMODEB_X-30, SM_BURSTMODEB_Y,
|
||||
BUTTON_TOGGLE, MSYS_PRIORITY_HIGH - 1,
|
||||
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnOknoCallback );
|
||||
}
|
||||
else
|
||||
{
|
||||
iSMPanelButtons[ HOP_BUTTON ] = QuickCreateButton( iSMPanelImages[ HOP_IMAGES ], SM_BURSTMODEB_X-98, SM_BURSTMODEB_Y+35,
|
||||
BUTTON_TOGGLE, MSYS_PRIORITY_HIGH - 1,
|
||||
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnOknoCallback );
|
||||
}
|
||||
}
|
||||
*/
|
||||
//-----------------------
|
||||
|
||||
|
||||
|
||||
iSMPanelButtons[ SM_MAP_SCREEN_BUTTON ] = QuickCreateButton( iSMPanelImages[ MAPSCREEN_IMAGES ], SM_MAPSCREEN_X, SM_MAPSCREEN_Y,
|
||||
BUTTON_TOGGLE, MSYS_PRIORITY_HIGH - 1,
|
||||
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)BtnMapScreenCallback );
|
||||
@@ -2477,13 +2371,13 @@ void RemoveSMPanelButtons( )
|
||||
RemoveButton( giSMStealthButton );
|
||||
}
|
||||
|
||||
RenderBackpackButtons(1); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(DEACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
|
||||
if ( giSMStealthImages != -1 )
|
||||
{
|
||||
UnloadButtonImage( giSMStealthImages );
|
||||
}
|
||||
RenderBackpackButtons(4); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(UNLOAD_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
|
||||
UnloadButtonImage( iBurstButtonImages[ WM_NORMAL ] );
|
||||
UnloadButtonImage( iBurstButtonImages[ WM_BURST ] );
|
||||
@@ -2525,6 +2419,8 @@ BOOLEAN ShutdownSMPanel( )
|
||||
// shutdown keyring interface
|
||||
ShutdownKeyRingInterface( );
|
||||
|
||||
ShutdownInventoryInterface();
|
||||
|
||||
MSYS_RemoveRegion( &gSMPanelRegion );
|
||||
MSYS_RemoveRegion( &gSM_SELMERCPanelRegion );
|
||||
MSYS_RemoveRegion( &gSM_SELMERCBarsRegion );
|
||||
@@ -3079,6 +2975,10 @@ void RenderSMPanel( BOOLEAN *pfDirty )
|
||||
RenderClock( INTERFACE_CLOCK_X, INTERFACE_CLOCK_Y );
|
||||
CreateMouseRegionForPauseOfClock( INTERFACE_CLOCK_X, INTERFACE_CLOCK_Y );
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveMouseRegionForPauseOfClock();
|
||||
}
|
||||
|
||||
// CHRISL: Change function call to include X,Y coordinates.
|
||||
RenderTownIDString( LOCATION_NAME_X, LOCATION_NAME_Y );
|
||||
@@ -3268,78 +3168,57 @@ void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
{
|
||||
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
|
||||
{
|
||||
if ( gpSMCurrentMerc->bCamo > 0 )
|
||||
{
|
||||
gCamoFace[gpSMCurrentMerc->ubProfile].gCamoface = TRUE;
|
||||
SetCamoFace( gpSMCurrentMerc );
|
||||
DeleteSoldierFace( gpSMCurrentMerc );// remove face
|
||||
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
|
||||
}
|
||||
if ( gpSMCurrentMerc->urbanCamo > 0 )
|
||||
{
|
||||
gCamoFace[gpSMCurrentMerc->ubProfile].gUrbanCamoface = TRUE;
|
||||
DeleteSoldierFace( gpSMCurrentMerc );// remove face
|
||||
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
|
||||
}
|
||||
if ( gpSMCurrentMerc->desertCamo > 0)
|
||||
{
|
||||
gCamoFace[gpSMCurrentMerc->ubProfile].gDesertCamoface = TRUE;
|
||||
DeleteSoldierFace( gpSMCurrentMerc );// remove face
|
||||
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
|
||||
}
|
||||
if ( gpSMCurrentMerc->snowCamo > 0)
|
||||
{
|
||||
gCamoFace[gpSMCurrentMerc->ubProfile].gSnowCamoface = TRUE;
|
||||
DeleteSoldierFace( gpSMCurrentMerc );// remove face
|
||||
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
|
||||
}
|
||||
}
|
||||
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
}
|
||||
else if ( ApplyCanteen( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
|
||||
{
|
||||
// Dirty
|
||||
if ( fGoodAPs )
|
||||
{
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
if ( fGoodAPs )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( ApplyElixir( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
|
||||
{
|
||||
if ( fGoodAPs )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
if ( fGoodAPs )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
}
|
||||
else if ( ApplyDrugs( gpSMCurrentMerc, gpItemPointer ) )
|
||||
{
|
||||
@@ -3586,7 +3465,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
break;
|
||||
}
|
||||
}
|
||||
RenderBackpackButtons(0); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(ACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3724,7 +3603,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
return;
|
||||
if(gpSMCurrentMerc->flags.DropPackFlag)
|
||||
gpSMCurrentMerc->flags.DropPackFlag = FALSE;
|
||||
RenderBackpackButtons(0); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(ACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3740,7 +3619,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
// try to place the item in the cursor into this inventory slot
|
||||
if ( UIHandleItemPlacement( (UINT8) uiHandPos, usOldItemIndex, usNewItemIndex, fDeductPoints ) )
|
||||
{
|
||||
RenderBackpackButtons(0); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(ACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
// it worked! if we're in the SKI...
|
||||
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
|
||||
{
|
||||
@@ -4445,9 +4324,9 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
|
||||
if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
|
||||
{
|
||||
if ( FindFenceDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
|
||||
if ( FindWallJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
|
||||
{
|
||||
gpSMCurrentMerc->BeginSoldierFence( );
|
||||
gpSMCurrentMerc->BeginSoldierClimbWall( );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4457,7 +4336,6 @@ void BtnClimbCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
{
|
||||
gpSMCurrentMerc->BeginSoldierClimbFence( );
|
||||
}
|
||||
|
||||
}
|
||||
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
||||
{
|
||||
@@ -7192,11 +7070,6 @@ void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons )
|
||||
{
|
||||
//Go through the buttons that will be under the ShopKeepers ATM panel and disable them
|
||||
//DisableButton
|
||||
//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
//{
|
||||
//DisableButton( iSMPanelButtons[ HOP_BUTTON ] ); //Legion by Jazz
|
||||
//}
|
||||
DisableButton( iSMPanelButtons[ STANCEUP_BUTTON ] );
|
||||
DisableButton( iSMPanelButtons[ UPDOWN_BUTTON ] );
|
||||
DisableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
|
||||
@@ -7216,10 +7089,6 @@ void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons )
|
||||
DisableButton( iSMPanelButtons[ SM_MAP_SCREEN_BUTTON ] );
|
||||
|
||||
//DisableButton
|
||||
//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
//{
|
||||
//DisableButton( iSMPanelButtons[ HOP_BUTTON ] ); //legion by Jazz
|
||||
//}
|
||||
DisableButton( iSMPanelButtons[ STANCEUP_BUTTON ] );
|
||||
DisableButton( iSMPanelButtons[ UPDOWN_BUTTON ] );
|
||||
DisableButton( iSMPanelButtons[ CLIMB_BUTTON ] );
|
||||
@@ -7231,20 +7100,15 @@ void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons )
|
||||
DisableButton( iSMPanelButtons[ MUTE_BUTTON ] );
|
||||
|
||||
DisableButton( giSMStealthButton );
|
||||
RenderBackpackButtons(3); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
RenderBackpackButtons(DISABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
|
||||
|
||||
|
||||
|
||||
if( fDontDrawButtons )
|
||||
{
|
||||
//ATM:
|
||||
|
||||
//Go through the buttons that will be under the ShopKeepers ATM panel and disable them
|
||||
//DisableButton
|
||||
//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
//{
|
||||
//ButtonList[ iSMPanelButtons[ HOP_BUTTON ] ]->uiFlags &= ~BUTTON_DIRTY; //Legion by Jazz
|
||||
//}
|
||||
ButtonList[ iSMPanelButtons[ STANCEUP_BUTTON ] ]->uiFlags &= ~BUTTON_DIRTY;
|
||||
ButtonList[ iSMPanelButtons[ UPDOWN_BUTTON ] ]->uiFlags &= ~BUTTON_DIRTY;
|
||||
ButtonList[ iSMPanelButtons[ CLIMB_BUTTON ] ]->uiFlags &= ~BUTTON_DIRTY;
|
||||
@@ -7271,10 +7135,6 @@ void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons )
|
||||
ButtonList[ iSMPanelButtons[ SM_MAP_SCREEN_BUTTON ] ]->uiFlags &= ~BUTTON_ENABLED;
|
||||
|
||||
//DisableButton
|
||||
//if (gGameExternalOptions.fCanJumpThroughWindows == TRUE)
|
||||
//{
|
||||
//ButtonList[ iSMPanelButtons[ HOP_BUTTON ] ]->uiFlags |= BUTTON_FORCE_UNDIRTY; //legion by Jazz
|
||||
//}
|
||||
ButtonList[ iSMPanelButtons[ STANCEUP_BUTTON ] ]->uiFlags |= BUTTON_FORCE_UNDIRTY;
|
||||
ButtonList[ iSMPanelButtons[ UPDOWN_BUTTON ] ]->uiFlags |= BUTTON_FORCE_UNDIRTY;
|
||||
ButtonList[ iSMPanelButtons[ CLIMB_BUTTON ] ]->uiFlags |= BUTTON_FORCE_UNDIRTY;
|
||||
@@ -7457,75 +7317,6 @@ void GoToMapScreenFromTactical( void )
|
||||
gfEnteringMapScreen = TRUE;
|
||||
}
|
||||
|
||||
//-------------Legion by Jazz-----------------------------------
|
||||
void BtnOknoCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
{
|
||||
INT8 bDirection;
|
||||
|
||||
if (!(btn->uiFlags & BUTTON_ENABLED))
|
||||
return;
|
||||
|
||||
|
||||
if ( gpSMCurrentMerc->pathing.bLevel == 1 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
||||
{
|
||||
btn->uiFlags |= BUTTON_CLICKED_ON;
|
||||
}
|
||||
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
||||
{
|
||||
btn->uiFlags &= (~BUTTON_CLICKED_ON );
|
||||
|
||||
if ( FindWindowJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
|
||||
{
|
||||
gpSMCurrentMerc->BeginSoldierClimbWindow( );
|
||||
}
|
||||
|
||||
}
|
||||
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
||||
{
|
||||
btn->uiFlags &= (~BUTTON_CLICKED_ON );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BtnFenceCallback(GUI_BUTTON *btn,INT32 reason)
|
||||
{
|
||||
BOOLEAN fNearHeigherLevelFence;
|
||||
BOOLEAN fNearLowerLevelFence;
|
||||
INT8 bDirection;
|
||||
|
||||
if (!(btn->uiFlags & BUTTON_ENABLED))
|
||||
return;
|
||||
|
||||
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
||||
{
|
||||
btn->uiFlags |= BUTTON_CLICKED_ON;
|
||||
}
|
||||
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
||||
{
|
||||
btn->uiFlags &= (~BUTTON_CLICKED_ON );
|
||||
|
||||
GetMercFenceDirection( gpSMCurrentMerc->ubID, &fNearLowerLevelFence, &fNearHeigherLevelFence );
|
||||
|
||||
|
||||
if ( FindFenceDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->ubDirection, &bDirection ) )
|
||||
{
|
||||
gpSMCurrentMerc->BeginSoldierFence( );
|
||||
}
|
||||
|
||||
}
|
||||
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
||||
{
|
||||
btn->uiFlags &= (~BUTTON_CLICKED_ON );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//----LEGION 2---------
|
||||
BOOLEAN HandleKlerykPistolet( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, UINT16 usReplaceItem )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user