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Merged from revision: 7380
Fixes (by Buggler) - Fixed lost items when autoplace stacks from sector inventory to vehicle inventory - Changed autoplace items priority to stacking first; previous order: specialized pockets > stacking > other pockets - Improved autoplace stacks logic from sector inventory - Fixed OIV vehicle inventory figure sti not loaded git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1435,18 +1435,19 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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FilenameForBPP("INTERFACE\\inventory_figure_female_H.sti", VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 1 ] ) ) );
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// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
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// Feel free to change them to more appropriate pictures, I just blanked out
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// the body image for now, I'm no graphics artist.
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//VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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//FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
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//VObjectDesc.ImageFile);
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//CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
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if(UsingNewInventorySystem() == false)
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{
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// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
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// Feel free to change them to more appropriate pictures, I just blanked out
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// the body image for now, I'm no graphics artist.
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti", VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
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//VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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//FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
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//VObjectDesc.ImageFile);
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//CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti", VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
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}
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// add gold key graphic
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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@@ -1580,12 +1581,17 @@ void ShutdownInvSlotInterface( )
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 0 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 0 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 0 ] );
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//DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 1 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 1 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 1 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 1 ] );
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//DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] );
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if(UsingNewInventorySystem() == false)
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{
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] );
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DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] );
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}
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DeleteVideoObjectFromIndex( guiGoldKeyVO );
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@@ -1615,9 +1621,9 @@ void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY )
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// Kaiden: Vehicle Inventory change - Added IF Test, Else function call was
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// the original statement
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if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && UsingNewInventorySystem() == false )
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{
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//BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][bSubImageIndex], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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