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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:
@@ -11727,9 +11727,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
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{
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#ifdef CHINESE
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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%%",
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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%%",
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#else
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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%%",
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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%%",
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#endif
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ItemNames[ usItem ],
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@@ -11743,6 +11743,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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@@ -11754,9 +11755,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
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{
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#ifdef CHINESE
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swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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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",
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#else
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swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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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",
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#endif
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ItemNames[ usItem ],
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@@ -11770,6 +11771,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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@@ -11779,9 +11781,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
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{
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#ifdef CHINESE
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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%%",
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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%%",
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#else
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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%%",
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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%%",
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#endif
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ItemNames[ usItem ],
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@@ -11794,6 +11796,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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@@ -11805,9 +11808,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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else
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{
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#ifdef CHINESE
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swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
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#else
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swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
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#endif
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ItemNames[ usItem ],
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@@ -11820,6 +11823,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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