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BUGFIX 536 - Fixed it so we don't lose items when attempting to hand an invalid item to an NPC.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6353,15 +6353,16 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, usMapPos );
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}
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//CHRISL: This doesn't make sense to me. If we take an item out of a stack and then click on something, why would we first attempt to put the item
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// back in the stack we took it from. The item in the cursor should be recognized as a seperate stack at this point.
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// Place it back in our hands!
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gTempObject = *gpItemPointer;
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if ( gbItemPointerSrcSlot != NO_SLOT )
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{
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PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer );
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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// if ( gbItemPointerSrcSlot != NO_SLOT )
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// {
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// PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer );
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// fInterfacePanelDirty = DIRTYLEVEL2;
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// }
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/*
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//if the user just clicked on an arms dealer
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if( IsMercADealer( MercPtrs[ ubSoldierID ]->ubProfile ) )
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