BR Info Panel Enhancements (by Buggler)

- Added more info on BR right panel (Melee Weapons AP, Damage & Stun Damage, Protection & Camo etc.)
- Fixed BR Item Info Helptext: AP for Heavy, Binoculars & Melee weapons
- Fixed CTD on using LEFT/Right arrow hotkey when there's only 1 page in AIM Facial Index
- Fix for AIM starting gear kit hotkeys
- Add Heavy Weapon ReadyAP value in InterfaceItem

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5779 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-01-07 21:35:26 +00:00
parent ab2b52b5d8
commit b08422ec1b
14 changed files with 982 additions and 714 deletions
+12 -8
View File
@@ -11727,9 +11727,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s\n %s %.2f%%",
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
#else
swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s\n%s %.2f%%",
swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
@@ -11743,6 +11743,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
@@ -11754,9 +11755,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
#else
swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
#endif
ItemNames[ usItem ],
@@ -11770,6 +11771,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
@@ -11779,9 +11781,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s\n %s %.2f%%",
swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
#else
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s\n%s %.2f%%",
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
#endif
ItemNames[ usItem ],
@@ -11794,6 +11796,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
@@ -11805,9 +11808,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
else
{
#ifdef CHINESE
swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
#else
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
#endif
ItemNames[ usItem ],
@@ -11820,6 +11823,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
gWeaponStatsDesc[ 6 ], //AP String
(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight