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QOL change: show additional ammo stats at bobby ray's website (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9176 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -338,6 +338,9 @@ UINT16 DisplayExplosiveDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight
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UINT16 DisplayExplosiveStunDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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UINT16 DisplayProtection(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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UINT16 DisplayCamo(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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UINT16 DisplayAmmoArmourPierceModifier(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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UINT16 DisplayAmmoDamageModifier(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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UINT16 DisplayAmmoProjectileCount(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight);
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void CreateMouseRegionForBigImage(UINT16 usPosY, UINT8 ubCount, INT16 *pItemNumbers );
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// HEADROCK HAM 4: Now can purchase ALL items available.
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void PurchaseBobbyRayItem(UINT16 usItemNumber, BOOLEAN fAllItems );
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@@ -1869,6 +1872,11 @@ BOOLEAN DisplayAmmoInfo(UINT16 usIndex, UINT16 usTextPosY, BOOLEAN fUsed, UINT16
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//Magazine
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usHeight = DisplayMagazine(usHeight, usIndex, usFontHeight);
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// rftr: display ammo stats
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usHeight = DisplayAmmoArmourPierceModifier(usHeight, usIndex, usFontHeight);
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usHeight = DisplayAmmoDamageModifier(usHeight, usIndex, usFontHeight);
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usHeight = DisplayAmmoProjectileCount(usHeight, usIndex, usFontHeight);
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//Display the Cost and the qty bought and on hand
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usHeight = DisplayCostAndQty(usTextPosY, usIndex, usFontHeight, usBobbyIndex, fUsed);
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@@ -2331,6 +2339,59 @@ UINT16 DisplayCamo(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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return(usPosY);
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}
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UINT16 DisplayAmmoArmourPierceModifier(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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{
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CHAR16 sTemp[10];
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_ARMOUR_PIERCING_MODIFIER], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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// armour piercing modifier
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const FLOAT armourImpactReductionModifier = (FLOAT)AmmoTypes[Magazine[Item[usIndex].ubClassIndex].ubAmmoType].armourImpactReductionMultiplier / (FLOAT)AmmoTypes[Magazine[Item[usIndex].ubClassIndex].ubAmmoType].armourImpactReductionDivisor;
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swprintf(sTemp, L"%1.2f", armourImpactReductionModifier);
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UINT8 color = BOBBYR_ITEM_DESC_TEXT_COLOR_ALT;
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if (armourImpactReductionModifier > 1.0f)
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color = FONT_MCOLOR_DKRED;
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else if (armourImpactReductionModifier < 1.0f)
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color = FONT_MCOLOR_LTGREEN;
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DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, color, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
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usPosY += usFontHeight + 2;
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return(usPosY);
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}
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UINT16 DisplayAmmoDamageModifier(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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{
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CHAR16 sTemp[10];
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_BULLET_TUMBLE_MODIFIER], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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// body damage modifier (bullet tumble)
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const FLOAT afterArmourDamageModifier = (FLOAT)AmmoTypes[Magazine[Item[usIndex].ubClassIndex].ubAmmoType].afterArmourDamageMultiplier / (FLOAT)AmmoTypes[Magazine[Item[usIndex].ubClassIndex].ubAmmoType].afterArmourDamageDivisor;
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swprintf(sTemp, L"%1.2f", afterArmourDamageModifier);
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UINT8 color = BOBBYR_ITEM_DESC_TEXT_COLOR_ALT;
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if (afterArmourDamageModifier > 1.0f)
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color = FONT_MCOLOR_LTGREEN;
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else if (afterArmourDamageModifier < 1.0f)
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color = FONT_MCOLOR_DKRED;
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DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, color, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
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usPosY += usFontHeight + 2;
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return(usPosY);
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}
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UINT16 DisplayAmmoProjectileCount(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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{
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const UINT8 numProjectiles = AmmoTypes[Magazine[Item[usIndex].ubClassIndex].ubAmmoType].numberOfBullets;
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if (numProjectiles == 1)
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return(usPosY);
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CHAR16 sTemp[4];
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_NUM_PROJECTILES], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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swprintf(sTemp, L"%d", numProjectiles);
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DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR_ALT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
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usPosY += usFontHeight + 2;
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return(usPosY);
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}
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// CHRISL: New display function for LBE Gear
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UINT16 DisplayLBEInfo(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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{
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@@ -1499,6 +1499,9 @@ enum
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BOBBYR_GUNS_STUN,
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BOBBYR_GUNS_PROTECTION,
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BOBBYR_GUNS_CAMO,
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BOBBYR_GUNS_ARMOUR_PIERCING_MODIFIER,
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BOBBYR_GUNS_BULLET_TUMBLE_MODIFIER,
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BOBBYR_GUNS_NUM_PROJECTILES,
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BOBBYR_GUNS_COST,
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BOBBYR_GUNS_IN_STOCK,
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BOBBYR_GUNS_QTY_ON_ORDER,
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@@ -5731,6 +5731,9 @@ STR16 BobbyRText[] =
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L"晕眩: ", //L"Stun:", // Weapon's Stun Damage
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L"防护: ", //L"Protect:", // Armour's Protection
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L"伪装: ", //L"Camo:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"单价: ", //"Cost:", // Cost of the item
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L"库存: ", //"In stock:", // The number of items still in the store's inventory
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L"购买量: ", //"Qty on Order:", // The number of items on order
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@@ -5720,6 +5720,9 @@ STR16 BobbyRText[] =
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L"Stun:", // Weapon's Stun Damage
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L"Protect:", // Armour's Protection
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L"Camo:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Kost:", // Cost of the item
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L"Aanwezig:", // The number of items still in the store's inventory
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L"# Besteld:", // The number of items on order
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@@ -5731,6 +5731,9 @@ STR16 BobbyRText[] =
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L"Stun:", // Weapon's Stun Damage
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L"Protect:", // Armour's Protection
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L"Camo:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Cost:", // Cost of the item
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L"In stock:", // The number of items still in the store's inventory
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L"Qty on Order:", // The number of items on order
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@@ -5724,6 +5724,9 @@ STR16 BobbyRText[] =
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L"Étourdis. :", // Weapon's Stun Damage
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L"Prot. :", // Armour's Protection
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L"Cam. :", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Prix :", // Cost of the item
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L"Stock :", // The number of items still in the store's inventory
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L"Quantité :", // The number of items on order
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@@ -5641,6 +5641,9 @@ STR16 BobbyRText[] =
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L"Bet.:", // Weapon's Stun Damage
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L"Rüstung:", // Armour's Protection
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L"Tarn.:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Preis:", // Cost of the item
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L"Vorrätig:", // The number of items still in the store's inventory
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L"Bestellt:", // The number of items on order
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@@ -5706,6 +5706,9 @@ STR16 BobbyRText[] =
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L"Stun:", // Weapon's Stun Damage
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L"Protect:", // Armour's Protection
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L"Trav.:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Costo:", // Cost of the item
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L"Inventario:", // The number of items still in the store's inventory
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L"Num. ordine:", // The number of items on order
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@@ -5720,6 +5720,9 @@ STR16 BobbyRText[] =
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L"Ogłuszenie:", // Weapon's Stun Damage
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L"Ochrona:", // Armour's Protection
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L"Kamuf.:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Koszt:", // Cost of the item
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L"Na stanie:", // The number of items still in the store's inventory
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L"Ilość na zamów.:", // The number of items on order
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@@ -5726,6 +5726,9 @@ STR16 BobbyRText[] =
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L"Оглушение:", // Weapon's Stun Damage
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L"Броня:", // Armour's Protection
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L"Камуф.:", // Armour's Camouflage
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L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
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L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
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L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
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L"Цена:", // Cost of the item
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L"Склад:", // The number of items still in the store's inventory
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L"Штук в заказе:", // The number of items on order
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