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- ActionItems Fix: Increased number of action items from 255 (0-254) to 501 (0-500) (by Jazz)
o See file: ActionItems.xml git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5425 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-12
@@ -100,7 +100,7 @@ CHAR16 temp[30];
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if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
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{
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
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{
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if ( ActionItemsValues[ i ].BlowUp == 0 )
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{
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@@ -115,14 +115,17 @@ if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
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}
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else
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{
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
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{
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if ( ActionItemsValues[ i ].BlowUp == 1 )
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{
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if ( (*pItem)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP )
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{
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if ( (*pItem)[0]->data.misc.usBombItem == ActionItemsValues[ i ].BombItem )
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{
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wcscpy(temp, gszActionItemDesc[i]);
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o = i;
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}
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}
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}
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}
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@@ -245,7 +248,7 @@ void ToggleDetonator( GUI_BUTTON *btn, INT32 reason );
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UINT32 guiActionItemButton;
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void ActionItemCallback( GUI_BUTTON *btn, INT32 reason );
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INT8 gbActionItemIndex = ACTIONITEM_MEDIUM;
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/*INT8*/ INT16 gbActionItemIndex = ACTIONITEM_MEDIUM;
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INT8 gbDefaultBombTrapLevel = 9;
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void RemoveBombFromWorldByItemIndex( INT32 iItemIndex );
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@@ -353,7 +356,7 @@ void DisableItemStatsPanel()
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}
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void ExecuteItemStatsCmd( UINT8 ubAction )
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void ExecuteItemStatsCmd( /*UINT8*/ UINT16 ubAction )
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{
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switch( ubAction )
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{
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@@ -1501,22 +1504,23 @@ void ActionItemCallback( GUI_BUTTON *btn, INT32 reason )
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}
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}
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void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
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void ChangeActionItem( OBJECTTYPE *pItem, /*INT8*/ INT16 bActionItemIndex )
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{
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UINT32 i;
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pItem->usItem = ACTION_ITEM;
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/*UINT32*/ INT16 i;
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//(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
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{
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if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
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pItem->usItem = ACTION_ITEM;
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if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
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{
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(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
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(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
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}
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else if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 0 )
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{
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(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
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(*pItem)[0]->data.misc.usBombItem = NOTHING; //ActionItemsValues[ i ].BombItem;
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(*pItem)[0]->data.misc.bActionValue = ActionItemsValues[ i ].ActionID;
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}
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}
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@@ -1679,7 +1683,7 @@ pItem->usItem = ACTION_ITEM;
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*/
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}
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void UpdateActionItem( INT8 bActionItemIndex )
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void UpdateActionItem( /*INT8*/ INT16 bActionItemIndex )
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{
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gbActionItemIndex = bActionItemIndex; //used for future new actionitems as the default.
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