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HAM5.5b2 merged in!
Notes: -There may still be bugs!! (In fact, I almost guarantee it -- there's -Ammo box code added to HR's crate code -Splitting a crate/box also automatically refills half empty magazines -new pathing arrows for map screen not included -code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed. -lots of gobledy gook (chinese?) comments turned back to english -also added Bob's popups -other languages besides english still need to have there language.cpp files updated with array changes -AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -12,6 +12,9 @@
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// whether we are showing the inventory pool graphic
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extern BOOLEAN fShowMapInventoryPool;
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// HEADROCK HAM 5: Flag telling us whether we've already redrawn the screen to show
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// sector inventory sale prices.
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extern UINT8 gubRenderedMapInventorySalePrices;
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// load inventory pool graphic
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BOOLEAN LoadInventoryPoolGraphic( void );
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@@ -21,6 +24,8 @@ void RemoveInventoryPoolGraphic( void );
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// blit the inventory graphic
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void BlitInventoryPoolGraphic( void );
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// HEADROCK HAM 5: Blit map inventory slots
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void BlitInventoryPoolSlotGraphics( void );
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// which buttons in map invneotyr panel?
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void HandleButtonStatesWhileMapInventoryActive( void );
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@@ -52,6 +57,8 @@ extern INT32 sObjectSourceGridNo;
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extern INT32 iCurrentInventoryPoolPage;
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extern INT32 iLastInventoryPoolPage;
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extern BOOLEAN fMapInventoryItemCompatable[ ];
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// HEADROCK HAM 5: Same idea as above, this flags items as being candidates for appearing in Zoomed mode.
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extern BOOLEAN gfMapInventoryItemToZoom[ ];
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extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
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BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
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