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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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@@ -169,6 +169,19 @@ public:
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OBJECTTYPE ItemPointerInfo;
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};
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// HEADROCK HAM 5: Enums for big-item display attachment asterisks.
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enum
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{
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ATTACHMENT_NONE,
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ATTACHMENT_GENERAL,
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ATTACHMENT_GL,
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ATTACHMENT_RECOILREDUCTION,
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ATTACHMENT_OPTICAL,
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};
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// HEADROCK HAM 5: Asterisks for use with big item images
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extern UINT32 guiAttachmentAsterisks;
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// Itempickup stuff
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BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
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void RenderItemPickupMenu( );
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@@ -211,6 +224,8 @@ BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn
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void RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex = 0);
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void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor, UINT8 iter = 0 );
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// HEADROCK HAM 5: Drawing a large item pic with extra data.
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void MAPINVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, UINT32 uiItemGraphicNum, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, BOOLEAN fOutline, INT16 sOutlineColor );
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// CHRISL: Add a new function that will be used to render a pocket silhouette
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void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight);
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// CHRISL: New function to handle display of inventory quantities based on item current in cursor
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@@ -313,7 +328,36 @@ extern INT32 giActiveAttachmentPopup; // the attachment popup to display in maps
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extern POPUP* gEquipPopups[NUM_INV_SLOTS]; // popup list for attachment slots
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extern INT32 giActiveEquipPopup; // the attachment popup to display in mapscreen
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// HEADROCK HAM 5: Item Transformation Popup
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extern POPUP* gItemDescTransformPopup;
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extern BOOLEAN gfItemDescTransformPopupInitialized;
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extern BOOLEAN gfItemDescTransformPopupVisible;
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// BOB : duh...
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void DoAttachment( UINT8 subObject, INT32 iItemPos );
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// THE_BOB (AKA BOB): ammo box/mag popups
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void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays all suported options
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void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays only pocket-specific (predefined) options
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POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ); // creates a popup positioned next to the pocket
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// THE_BOB
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extern UINT16 gsPocketUnderCursor;
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void addArmorToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addLBEToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addWeaponsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addBombsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addFaceGearToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addRifleGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
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#endif
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