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Items can now be applied on mercs in Strategic AI.patch(food/camo/drugs/...)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7833 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+108
-4
@@ -111,6 +111,8 @@
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// HEADROCK HAM 4: Include Militia Squads for Manual Militia Restrictions toggle.
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#include "MilitiaSquads.h"
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#include "Auto Bandage.h" // added by Flugente
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#include "Food.h" // added by Flugente
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#include "Drugs And Alcohol.h" // added by Flugente
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#endif
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#include "connect.h" //hayden
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@@ -137,6 +139,8 @@
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BOOLEAN fPlotForMilitia = FALSE;
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UINT32 gMilitiaPlotStartSector = 0;
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extern INT8 gbCompatibleApplyItem;
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#define MAX_SORT_METHODS 6
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// Cursors
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@@ -9514,8 +9518,104 @@ void HandleCursorOverRifleAmmo( )
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void MAPInvClickCamoCallback( MOUSE_REGION *pRegion, INT32 iReason )
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{
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if ( iReason & MSYS_CALLBACK_REASON_INIT )
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{
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return;
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}
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if ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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// Apply camo ( if we have something in cursor... )
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// If we do not have an item in hand, start moving it
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SOLDIERTYPE* pSoldier = NULL;
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if( (bSelectedInfoChar != -1) && (gCharactersList[bSelectedInfoChar].fValid == TRUE) )
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{
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pSoldier = MercPtrs[gCharactersList[bSelectedInfoChar].usSolID];
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}
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if ( gpItemPointer && pSoldier )
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{
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BOOLEAN fGoodAPs = FALSE;
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BOOLEAN fDoSound = FALSE;
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// We are doing this ourselve, continue
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if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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// Try to apply camo....
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if ( ApplyCammo( pSoldier, gpItemPointer, &fGoodAPs ) )
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{
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if ( fGoodAPs )
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{
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fDoSound = TRUE;
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// WANNE: We should only delete the face, if there was a camo we applied.
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// This should fix the bug and crashes with missing faces
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if ( gGameExternalOptions.fShowCamouflageFaces )
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{
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// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
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SetCamoFace( pSoldier );
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DeleteSoldierFace( pSoldier );// remove face
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gpItemPointerSoldier->iFaceIndex = InitSoldierFace( pSoldier );// create new face
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}
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}
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}
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else if ( !gGameOptions.fFoodSystem && ApplyCanteen( pSoldier, gpItemPointer, &fGoodAPs, TRUE ) )
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{
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;
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}
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else if ( ApplyElixir( pSoldier, gpItemPointer, &fGoodAPs ) )
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{
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fDoSound = TRUE;
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}
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else if ( ApplyDrugs( pSoldier, gpItemPointer ) )
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{
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fGoodAPs = TRUE;
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fDoSound = TRUE;
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}
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else if ( gGameOptions.fFoodSystem && ApplyFood( pSoldier, gpItemPointer, FALSE, FALSE ) )
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{
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fGoodAPs = TRUE;
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}
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else if ( ApplyClothes( pSoldier, gpItemPointer ) )
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{
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fGoodAPs = TRUE;
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}
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else
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{
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// Send message
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//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
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if ( !(guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE) )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[CANNOT_DO_INV_STUFF_STR] );
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}
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// Check if it's the same now!
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if ( !gpItemPointer->exists( ) )
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{
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gbCompatibleApplyItem = FALSE;
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//EndItemPointer( );
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MAPEndItemPointer( );
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}
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if ( fGoodAPs )
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{
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// Dirty
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fInterfacePanelDirty = DIRTYLEVEL2;
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UpdateMercBodyRegionHelpText( );
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}
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if ( fDoSound )
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{
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// Say OK acknowledge....
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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}
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}
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}
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}
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else if ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
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{
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}
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}
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void MAPInvMoveCamoCallback( MOUSE_REGION *pRegion, INT32 iReason )
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@@ -13608,15 +13708,17 @@ void PrevInventoryMapBtnCallback( GUI_BUTTON *btn, INT32 reason )
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&= ~(BUTTON_CLICKED_ON);
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fResetMapCoords = TRUE;
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GoToPrevCharacterInList( );
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UpdateMercBodyRegionHelpText();
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}
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}
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}
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@@ -13626,15 +13728,17 @@ void NextInventoryMapBtnCallback( GUI_BUTTON *btn, INT32 reason )
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&= ~(BUTTON_CLICKED_ON);
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fResetMapCoords = TRUE;
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GoToNextCharacterInList( );
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UpdateMercBodyRegionHelpText( );
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}
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}
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}
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@@ -568,7 +568,7 @@ UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
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// Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2
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UINT32 guiBodyInvVO[ 5 ][ 2 ];
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UINT32 guiGoldKeyVO;
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INT8 gbCompatibleApplyItem = FALSE;
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INT8 gbCompatibleApplyItem = FALSE;
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// HEADROCK HAM 4: New region coordinate tables for UDB
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INV_DESC_REGIONS gItemDescLBEBackground[4]; // Coordinates for displaying LBE background image
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@@ -1471,8 +1471,10 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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// Add region
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MSYS_AddRegion( &gSMInvCamoRegion );
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UpdateMercBodyRegionHelpText();
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// Add regions for inventory slots
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for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
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for ( cnt = 0; cnt < NUM_INV_SLOTS; ++cnt )
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{
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// set inventory pocket coordinates from the table passed in
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gSMInvData[ cnt ].sX = pRegionDesc[ cnt ].sX;
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@@ -14443,4 +14445,97 @@ BOOLEAN CheckPocketEmpty( SOLDIERTYPE *pSoldier, INT16 sPocket )
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}
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}
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return bResult;
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}
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// Flugente: update merc info text on merc body silhouette in strategic view
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void UpdateMercBodyRegionHelpText( )
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{
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if ( !(gSMInvCamoRegion.uiFlags & MSYS_REGION_EXISTS) )
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return;
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if ( (bSelectedInfoChar != -1) && (gCharactersList[bSelectedInfoChar].fValid == TRUE) )
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{
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CHAR16 sString[6000];
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CHAR16 pMoraleStr[128];
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SOLDIERTYPE *pSoldier = NULL;
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wcscpy( sString, L"" );
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// valid soldier selected
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pSoldier = MercPtrs[gCharactersList[bSelectedInfoChar].usSolID];
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// health/energy/morale
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if ( pSoldier->bAssignment != ASSIGNMENT_POW )
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{
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if ( pSoldier->stats.bLife != 0 )
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{
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if ( AM_A_ROBOT( pSoldier ) )
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{
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// robot (condition only)
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swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
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}
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else if ( Menptr[gCharactersList[bSelectedInfoChar].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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// vehicle (condition/fuel)
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swprintf( sString, L"%s: %d/%d, %s: %d/%d",
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pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[4], pSoldier->bBreath, pSoldier->bBreathMax );
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}
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else
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{
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// person (health/energy/morale)
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GetMoraleString( pSoldier, pMoraleStr );
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if ( gGameOptions.fFoodSystem )
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{
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if ( pSoldier->bPoisonSum )
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{
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INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s, %s: %d%s, %s: %d%s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr,
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pMapScreenStatusStrings[6], (INT32)(100 * (pSoldier->bDrinkLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0],
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pMapScreenStatusStrings[7], (INT32)(100 * (pSoldier->bFoodLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0] );
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}
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else
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{
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s, %s: %d%s, %s: %d%s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr,
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pMapScreenStatusStrings[6], (INT32)(100 * (pSoldier->bDrinkLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0],
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pMapScreenStatusStrings[7], (INT32)(100 * (pSoldier->bFoodLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0] );
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}
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}
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else
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{
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if ( pSoldier->bPoisonSum )
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{
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INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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else
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{
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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}
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{
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pSoldier->PrintDiseaseDesc( sString, TRUE );
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}
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}
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}
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}
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SetRegionFastHelpText( &gSMInvCamoRegion, sString );
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}
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}
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@@ -364,4 +364,7 @@ void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* po
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void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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// Flugente: update merc info text on merc body silhouette in strategic view
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void UpdateMercBodyRegionHelpText( );
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#endif
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+61
-164
@@ -3319,10 +3319,6 @@ void SMInvMoveCammoCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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//UINT16 usNewItemIndex;
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UINT8 ubSrcID, ubDestID;
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BOOLEAN fGoodAPs;
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if (iReason & MSYS_CALLBACK_REASON_INIT)
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{
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return;
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@@ -3332,177 +3328,78 @@ void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// Apply camo ( if we have something in cursor... )
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// If we do not have an item in hand, start moving it
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if ( gpItemPointer != NULL )
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if ( gpItemPointer )
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{
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// ATE: OK, get source, dest guy if different... check for and then charge appropriate APs
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ubSrcID = gpSMCurrentMerc->ubID;
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ubDestID = gpItemPointerSoldier->ubID;
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BOOLEAN fGoodAPs = FALSE;
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BOOLEAN fDoSound = FALSE;
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//if ( ubSrcID == ubDestID )
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// We are doing this ourselve, continue
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if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
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{
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// We are doing this ourselve, continue
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if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
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// Try to apply camo....
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if ( ApplyCammo( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
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{
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//usNewItemIndex = gpItemPointer->usItem;
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// Try to apply camo....
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if ( ApplyCammo( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
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if ( fGoodAPs )
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{
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if ( fGoodAPs )
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fDoSound = TRUE;
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// WANNE: We should only delete the face, if there was a camo we applied.
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// This should fix the bug and crashes with missing faces
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if (gGameExternalOptions.fShowCamouflageFaces )
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{
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// WANNE: Old method for applying camo
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/*
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if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
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{
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if ( gpSMCurrentMerc->bCamo > 0 )
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{
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gCamoFace[gpSMCurrentMerc->ubProfile].gCamoface = TRUE;
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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}
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if ( gpSMCurrentMerc->urbanCamo > 0 )
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{
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gCamoFace[gpSMCurrentMerc->ubProfile].gUrbanCamoface = TRUE;
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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}
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if ( gpSMCurrentMerc->desertCamo > 0)
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{
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gCamoFace[gpSMCurrentMerc->ubProfile].gDesertCamoface = TRUE;
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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}
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if ( gpSMCurrentMerc->snowCamo > 0)
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{
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gCamoFace[gpSMCurrentMerc->ubProfile].gSnowCamoface = TRUE;
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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}
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}
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*/
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// WANNE: We should only delete the face, if there was a camo we applied.
|
||||
// This should fix the bug and crashes with missing faces
|
||||
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
|
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{
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// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
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SetCamoFace( gpSMCurrentMerc );
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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}
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// Dirty
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fInterfacePanelDirty = DIRTYLEVEL2;
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// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
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{
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gbCompatibleApplyItem = FALSE;
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EndItemPointer( );
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}
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// Say OK acknowledge....
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gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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}
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}
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else if ( !gGameOptions.fFoodSystem && ApplyCanteen( gpSMCurrentMerc, gpItemPointer, &fGoodAPs, TRUE ) )
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{
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// Dirty
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if ( fGoodAPs )
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{
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||||
fInterfacePanelDirty = DIRTYLEVEL2;
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||||
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||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
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{
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gbCompatibleApplyItem = FALSE;
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EndItemPointer( );
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}
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// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
|
||||
SetCamoFace( gpSMCurrentMerc );
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DeleteSoldierFace( gpSMCurrentMerc );// remove face
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||||
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
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||||
}
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||||
}
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||||
else if ( ApplyElixir( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
|
||||
{
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if ( fGoodAPs )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
else if ( !gGameOptions.fFoodSystem && ApplyCanteen( gpSMCurrentMerc, gpItemPointer, &fGoodAPs, TRUE ) )
|
||||
{
|
||||
;
|
||||
}
|
||||
else if ( ApplyElixir( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
|
||||
{
|
||||
fDoSound = TRUE;
|
||||
}
|
||||
else if ( ApplyDrugs( gpSMCurrentMerc, gpItemPointer ) )
|
||||
{
|
||||
fGoodAPs = TRUE;
|
||||
fDoSound = TRUE;
|
||||
}
|
||||
else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE, FALSE ) )
|
||||
{
|
||||
fGoodAPs = TRUE;
|
||||
}
|
||||
else if ( ApplyClothes( gpSMCurrentMerc, gpItemPointer ) )
|
||||
{
|
||||
fGoodAPs = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Send message
|
||||
//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
|
||||
if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_INV_STUFF_STR ] );
|
||||
}
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
// Check if it's the same now!
|
||||
if ( !gpItemPointer->exists( ) )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
}
|
||||
else if ( ApplyDrugs( gpSMCurrentMerc, gpItemPointer ) )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
if ( fGoodAPs )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
/*
|
||||
// COMMENTED OUT DUE TO POTENTIAL SERIOUS PROBLEMS WITH STRATEGIC EVENT SYSTEM
|
||||
|
||||
if ( gpSMCurrentMerc->ubProfile == LARRY_NORMAL )
|
||||
{
|
||||
// Larry's taken something!
|
||||
gpSMCurrentMerc = SwapLarrysProfiles( gpSMCurrentMerc );
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
|
||||
}
|
||||
else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE, FALSE ) )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
else if ( ApplyClothes( gpSMCurrentMerc, gpItemPointer ) )
|
||||
{
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Check if it's the same now!
|
||||
if ( gpItemPointer->exists() == false )
|
||||
{
|
||||
gbCompatibleApplyItem = FALSE;
|
||||
EndItemPointer( );
|
||||
}
|
||||
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Send message
|
||||
//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
|
||||
if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_INV_STUFF_STR ] );
|
||||
}
|
||||
if ( fDoSound )
|
||||
{
|
||||
// Say OK acknowledge....
|
||||
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user