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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Option SHOW_SKILLS_IN_HIRING_PAGE removed and made to be enabled automatically.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9331 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1067,9 +1067,6 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fEnableRecruitableJA1Natives = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_JA1_NATIVES", TRUE);
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gGameExternalOptions.usMERCBankruptWarning = iniReader.ReadInteger("Recruitment Settings", "MERC_BANKRUPT_WARNING", 5000, 5000, 50000 );
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// Buggler: setting to show/hide skills/traits in AIM & MERC hiring page
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gGameExternalOptions.fShowSkillsInHirePage = iniReader.ReadBoolean("Recruitment Settings", "SHOW_SKILLS_IN_HIRING_PAGE", FALSE);
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gGameExternalOptions.ubMercRandomStats = iniReader.ReadInteger("Recruitment Settings", "MERCS_RANDOM_STATS", 0, 0, 4);
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gGameExternalOptions.fMercRandomGearKits = iniReader.ReadBoolean("Recruitment Settings", "MERCS_RANDOM_GEAR_KITS", FALSE); //Jenilee
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gGameExternalOptions.fMercRandomBellDistribution = iniReader.ReadBoolean("Recruitment Settings", "MERCS_RANDOM_BELL_DISTRIBUTION", TRUE);
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@@ -1414,8 +1414,6 @@ typedef struct
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UINT8 ubChanceTonyAvailable; // silversurfer/SANDRO
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BOOLEAN fShowSkillsInHirePage;
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UINT8 ubMercRandomStats;
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BOOLEAN fMercRandomBellDistribution;
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+73
-62
@@ -5459,79 +5459,77 @@ void DisplayAimMemberClickOnFaceHelpText()
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DrawTextToScreen( AimMemberText[3], AIM_FI_RIGHT_CLICK_TEXT_X, AIM_FI_LEFT_CLICK_TEXT_Y+AIM_FI_CLICK_DESC_TEXT_Y_OFFSET, AIM_FI_CLICK_TEXT_WIDTH, AIM_FI_HELP_FONT, AIM_FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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// Buggler: skills/traits tooltip on merc portrait
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if( gGameExternalOptions.fShowSkillsInHirePage == TRUE )
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// clear string value
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swprintf( sString, L"");
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if (gGameOptions.fNewTraitSystem) // SANDRO - old/new traits check
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{
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// clear string value
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swprintf( sString, L"");
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UINT8 ubTempSkillArray[30];
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INT8 bNumSkillTraits = 0;
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if (gGameOptions.fNewTraitSystem) // SANDRO - old/new traits check
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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{
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UINT8 ubTempSkillArray[30];
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INT8 bNumSkillTraits = 0;
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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if ( ProfileHasSkillTrait( gbCurrentSoldier, ubCnt ) == 2 )
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{
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if ( ProfileHasSkillTrait( gbCurrentSoldier, ubCnt ) == 2 )
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{
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ubTempSkillArray[bNumSkillTraits] = (ubCnt + NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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bNumSkillTraits++;
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}
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else if ( ProfileHasSkillTrait( gbCurrentSoldier, ubCnt ) == 1 )
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{
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ubTempSkillArray[bNumSkillTraits] = ubCnt;
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bNumSkillTraits++;
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}
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ubTempSkillArray[bNumSkillTraits] = (ubCnt + NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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bNumSkillTraits++;
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}
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if ( bNumSkillTraits == 0 )
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else if ( ProfileHasSkillTrait( gbCurrentSoldier, ubCnt ) == 1 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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ubTempSkillArray[bNumSkillTraits] = ubCnt;
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bNumSkillTraits++;
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}
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}
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if ( bNumSkillTraits == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( sString, sTemp );
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}
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}
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}
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else
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{
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INT8 bSkill1 = 0, bSkill2 = 0;
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bSkill1 = gMercProfiles[ gbCurrentSoldier ].bSkillTraits[0];
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bSkill2 = gMercProfiles[ gbCurrentSoldier ].bSkillTraits[1];
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if ( bSkill1 == 0 && bSkill2 == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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//if the 2 skills are the same, add the '(expert)' at the end
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if( bSkill1 == bSkill2 )
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{
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swprintf( sString, L"%s %s", gzMercSkillText[bSkill1], gzMercSkillText[EXPERT] );
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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//Display the first skill
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if( bSkill1 != 0 )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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swprintf( sString, L"%s\n", gzMercSkillText[bSkill1] );
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}
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if( bSkill2 != 0 )
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{
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swprintf( sTemp, L"%s", gzMercSkillText[bSkill2] );
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wcscat( sString, sTemp );
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}
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}
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}
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else
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{
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INT8 bSkill1 = 0, bSkill2 = 0;
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bSkill1 = gMercProfiles[ gbCurrentSoldier ].bSkillTraits[0];
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bSkill2 = gMercProfiles[ gbCurrentSoldier ].bSkillTraits[1];
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if ( bSkill1 == 0 && bSkill2 == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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//if the 2 skills are the same, add the '(expert)' at the end
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if( bSkill1 == bSkill2 )
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{
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swprintf( sString, L"%s %s", gzMercSkillText[bSkill1], gzMercSkillText[EXPERT] );
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}
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else
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{
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//Display the first skill
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if( bSkill1 != 0 )
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{
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swprintf( sString, L"%s\n", gzMercSkillText[bSkill1] );
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}
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if( bSkill2 != 0 )
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{
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swprintf( sTemp, L"%s", gzMercSkillText[bSkill2] );
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wcscat( sString, sTemp );
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}
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}
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}
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}
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SetRegionFastHelpText( &gSelectedFaceRegion, sString );
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}
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SetRegionFastHelpText( &gSelectedFaceRegion, sString );
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}
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void CreateWeaponBoxMouseRegions()
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@@ -5640,15 +5638,28 @@ void EnableWeaponKitSelectionButtons()
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{
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if ( !(gMercProfiles[gbCurrentSoldier].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) || gGameExternalOptions.fGearKitsAlwaysAvailable )
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{
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bool bShow;
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INT16 usItem;
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for(int i=0; i<NUM_MERCSTARTINGGEAR_KITS; ++i)
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{
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bShow = false;
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for(int j=INV_START_POS; j<NUM_INV_SLOTS; ++j)
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{
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if(gMercProfileGear[gbCurrentSoldier][i].inv[j] != NONE)
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usItem = gMercProfileGear[gbCurrentSoldier][i].inv[j];
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if(usItem != NONE)
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{
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ShowButton( giWeaponboxSelectionButton[i] );
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break;
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}
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bShow = true;
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if (gGameExternalOptions.fDisease) break;
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else if (Item[usItem].usItemClass & IC_DISEASE)
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{
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bShow = false;
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break;
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}
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}
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}
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if (bShow)
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{
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ShowButton(giWeaponboxSelectionButton[i]);
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}
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}
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}
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+56
-58
@@ -851,79 +851,77 @@ void DisplayMercMemberClickOnFaceHelpText( UINT8 ubMercID )
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CHAR16 sString[ 128 ], sTemp[ 20 ];
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// Buggler: skills/traits tooltip on merc portrait
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if( gGameExternalOptions.fShowSkillsInHirePage == TRUE )
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// clear string value
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swprintf( sString, L"");
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if (gGameOptions.fNewTraitSystem) // SANDRO - old/new traits check
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{
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// clear string value
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swprintf( sString, L"");
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UINT8 ubTempSkillArray[30];
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INT8 bNumSkillTraits = 0;
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if (gGameOptions.fNewTraitSystem) // SANDRO - old/new traits check
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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{
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UINT8 ubTempSkillArray[30];
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INT8 bNumSkillTraits = 0;
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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if ( ProfileHasSkillTrait( ubMercID, ubCnt ) == 2 )
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{
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if ( ProfileHasSkillTrait( ubMercID, ubCnt ) == 2 )
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{
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ubTempSkillArray[bNumSkillTraits] = (ubCnt + NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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bNumSkillTraits++;
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}
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else if ( ProfileHasSkillTrait( ubMercID, ubCnt ) == 1 )
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{
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ubTempSkillArray[bNumSkillTraits] = ubCnt;
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bNumSkillTraits++;
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}
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ubTempSkillArray[bNumSkillTraits] = (ubCnt + NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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bNumSkillTraits++;
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}
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if ( bNumSkillTraits == 0 )
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else if ( ProfileHasSkillTrait( ubMercID, ubCnt ) == 1 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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ubTempSkillArray[bNumSkillTraits] = ubCnt;
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bNumSkillTraits++;
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}
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}
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if ( bNumSkillTraits == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( sString, sTemp );
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}
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}
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}
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else
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{
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INT8 bSkill1 = 0, bSkill2 = 0;
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bSkill1 = gMercProfiles[ ubMercID ].bSkillTraits[0];
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bSkill2 = gMercProfiles[ ubMercID ].bSkillTraits[1];
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if ( bSkill1 == 0 && bSkill2 == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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//if the 2 skills are the same, add the '(expert)' at the end
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if( bSkill1 == bSkill2 )
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{
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swprintf( sString, L"%s %s", gzMercSkillText[bSkill1], gzMercSkillText[EXPERT] );
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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//Display the first skill
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if( bSkill1 != 0 )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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swprintf( sString, L"%s\n", gzMercSkillText[bSkill1] );
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}
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if( bSkill2 != 0 )
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{
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swprintf( sTemp, L"%s", gzMercSkillText[bSkill2] );
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wcscat( sString, sTemp );
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}
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}
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}
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else
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{
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INT8 bSkill1 = 0, bSkill2 = 0;
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bSkill1 = gMercProfiles[ ubMercID ].bSkillTraits[0];
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bSkill2 = gMercProfiles[ ubMercID ].bSkillTraits[1];
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if ( bSkill1 == 0 && bSkill2 == 0 )
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{
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swprintf( sString, L"%s", pPersonnelScreenStrings[ PRSNL_TXT_NOSKILLS ] );
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}
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else
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{
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//if the 2 skills are the same, add the '(expert)' at the end
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if( bSkill1 == bSkill2 )
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{
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swprintf( sString, L"%s %s", gzMercSkillText[bSkill1], gzMercSkillText[EXPERT] );
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}
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else
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{
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//Display the first skill
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if( bSkill1 != 0 )
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{
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swprintf( sString, L"%s\n", gzMercSkillText[bSkill1] );
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}
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if( bSkill2 != 0 )
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{
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swprintf( sTemp, L"%s", gzMercSkillText[bSkill2] );
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wcscat( sString, sTemp );
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}
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}
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}
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}
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SetRegionFastHelpText( &gMercSelectedFaceRegion, sString );
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}
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SetRegionFastHelpText( &gMercSelectedFaceRegion, sString );
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}
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void LoadAndDisplayMercBio( UINT8 ubMercID )
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