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Removed WEAPON_RESTING_DISPLAY, DISPLAY_SCOPE_MODES and OVERHEATING_DISPLAY_THERMOMETER options (always show indicators if features are on instead)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8599 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1478,7 +1478,7 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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// added by Flugente
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// HEADROCK HAM 4: Advanced Icons
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes )
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if ( gGameExternalOptions.fScopeModes )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
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@@ -3839,7 +3839,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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sNewX = sX + 1;
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// Flugente: If we display the thermometer for overheating, move the ammo counter a bit to the right
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if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer )
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if ( gGameExternalOptions.fWeaponOverheating )
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sNewX = sX + 2; //6; // SANDRO - 6 ps too much, 2 are fine
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// Flugente: check for underbarrel weapons and use that object if necessary
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@@ -3994,7 +3994,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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}
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// Flugente: overheating
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if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
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if ( gGameExternalOptions.fWeaponOverheating && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
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{
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OBJECTTYPE* pObjShown = pObject;
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@@ -4031,7 +4031,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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// display symbol if we are leaning our weapon on something
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// display only if eapon resting is allowed, display is allowed, item is a gun/launcher, we are a person, we hold the gun in our hand, and we are resting the gun
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if ( gGameExternalOptions.fWeaponResting && gGameExternalOptions.fDisplayWeaponRestingIndicator && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
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if ( gGameExternalOptions.fWeaponResting && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
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{
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SetRGBFontForeground( 95, 160, 154 );
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@@ -4071,8 +4071,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
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}
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
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&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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if ( gGameExternalOptions.fScopeModes && pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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{
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sNewX = sX + 5; // rather arbitrary
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sNewY = sY;
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