Removed most of my thousands "WANNE" comments which goes back 2 years when I changed to higher resolutions. These were only internal comments for me, so they didn't include any useful meaning for others.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1172 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2007-08-07 21:39:23 +00:00
parent 30bccc0d73
commit ce31084ae7
98 changed files with 82 additions and 451 deletions
-1
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@@ -3619,7 +3619,6 @@ UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
{
// WANNE NEW 2
// Ensure that it's loaded!
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
-3
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -431,7 +430,6 @@ void AutoBandage( BOOLEAN fStart )
giBoxId = PrepareMercPopupBox( -1, DIALOG_MERC_POPUP_BACKGROUND, DIALOG_MERC_POPUP_BORDER, sAutoBandageString, 200, 40, 10, 30, &gusTextBoxWidth, &gusTextBoxHeight );
}
// WANNE 2
aRect.iTop = 0;
aRect.iLeft = 0;
aRect.iBottom = INV_INTERFACE_START_Y;
@@ -727,7 +725,6 @@ void DisplayAutoBandageUpdatePanel( void )
iTotalPixelsWide = TACT_UPDATE_MERC_FACE_X_WIDTH * iNumberDoctorsWide;
// WANNE 2
// now get the x and y position for the box
sXPosition = ( SCREEN_WIDTH - iTotalPixelsWide ) / 2;
sYPosition = ( INV_INTERFACE_START_Y - iTotalPixelsHigh ) / 2;
-2
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -76,7 +75,6 @@ UINT16 CountSurfaceSectorsVisited( void );
// give pSoldier usNumChances to improve ubStat. If it's from training, it doesn't count towards experience level gain
void StatChange(SOLDIERTYPE *pSoldier, UINT8 ubStat, UINT16 usNumChances, UINT8 ubReason)
{
// WANNE 2
if (pSoldier == NULL || pSoldier->bActive == FALSE)
return; // THIS SHOULD NEVER HAPPEN
-1
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
-8
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
@@ -2011,7 +2010,6 @@ void ExecuteTacticalTextBox( INT16 sLeftPosition, STR16 pString )
// check if mouse region created, if so, do not recreate
// WANNE 2
if( fTextBoxMouseRegionCreated == TRUE )
{
return;
@@ -2038,12 +2036,6 @@ void ExecuteTacticalTextBox( INT16 sLeftPosition, STR16 pString )
gsTopPosition = 20;
// WANNE 2
//if( fTextBoxMouseRegionCreated == TRUE )
//{
// return;
//}
//Define main region
MSYS_DefineRegion( &gTextBoxMouseRegion, VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, TextOverlayClickCallback );
+1 -1
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@@ -3983,7 +3983,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, UINT16 usMapPos, UINT32 uiFlags
{
sAPCost += MinAPsToAttack( pSoldier, sAdjustedGridNo, TRUE );
// WANNE: Turn around APs were missing!
// WANNE: Turn around APs were missing, I think ....
//sAPCost += APsToTurnAround(pSoldier, sAdjustedGridNo);
sAPCost += UIPlotPath( pSoldier, sGotLocation, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
-4
View File
@@ -4375,10 +4375,6 @@ BOOLEAN PlayerTeamHasTwoSpotsLeft( )
}
}
// WANNE
//if ( uiCount <= (UINT32) (gTacticalStatus.Team[ gbPlayerNum ].bLastID - 2) - 2 )
//if ( uiCount <= (18 - 2) )
if ( uiCount <= (UINT32) (gTacticalStatus.Team[ gbPlayerNum].bLastID - 2) - 1 )
{
return( TRUE );
-5
View File
@@ -2440,8 +2440,6 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY,
FilenameForBPP("INTERFACE\\infobox.sti", ubString);
sForeColour = ITEMDESC_AMMO_FORE;
// TODO: WANNE: Make own sti for the ammo types and an own for the interface
// For now, they are together in interface\infobox.sti
giItemDescAmmoButtonImages = LoadButtonImage(ubString,AmmoTypes[pObject->ubGunAmmoType].grayed,AmmoTypes[pObject->ubGunAmmoType].offNormal,-1,AmmoTypes[pObject->ubGunAmmoType].onNormal,-1 );
//switch( pObject->ubGunAmmoType )
@@ -8041,7 +8039,6 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
}
// CHECK FOR LEFT/RIGHT
// WANNE 2
if ( ( sX + gItemPickupMenu.sWidth ) > SCREEN_WIDTH )
{
sX = SCREEN_WIDTH - gItemPickupMenu.sWidth - ITEMPICK_START_X_OFFSET;
@@ -8063,7 +8060,6 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
}
// Check for bottom
// WANNE 2
if ( ( sY + gItemPickupMenu.sHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) )
{
sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gItemPickupMenu.sHeight;
@@ -8095,7 +8091,6 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
/*MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( 532 ), (INT16)( 367 ), (INT16)( 640 ),(INT16)( 480 ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); */
// WANNE 2
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( iScreenWidthOffset + 532 ), (INT16)( iScreenHeightOffset + 367 ), (INT16)( SCREEN_WIDTH ),(INT16)( SCREEN_HEIGHT ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
-7
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -1323,7 +1322,6 @@ BOOLEAN InitializeSMPanelCoords( )
SM_STEALTHMODE_X = ( 187 + INTERFACE_START_X );
SM_STEALTHMODE_Y = ( 73 + INV_INTERFACE_START_Y );
// WANNE 2
SM_DONE_X = (SCREEN_WIDTH - 97);//( 543 + INTERFACE_START_X );
SM_DONE_Y = ( 4 + INV_INTERFACE_START_Y );
SM_MAPSCREEN_X = (SCREEN_WIDTH - 51);//( 589 + INTERFACE_START_X );
@@ -3496,7 +3494,6 @@ void BtnPositionShowCallback(GUI_BUTTON *btn,INT32 reason)
}
// WANNE 2
BOOLEAN InitializeTEAMPanelCoords( )
{
@@ -3505,7 +3502,6 @@ BOOLEAN InitializeTEAMPanelCoords( )
TM_APPANEL_HEIGHT = 56;
TM_APPANEL_WIDTH = 16;
// WANNE 2
TM_ENDTURN_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
TM_ENDTURN_Y = ( 9 + INTERFACE_START_Y );
TM_ROSTERMODE_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
@@ -3618,7 +3614,6 @@ BOOLEAN InitializeTEAMPanel( )
UINT32 cnt, posIndex;
static BOOLEAN fFirstTime = TRUE;
// WANNE 2
fDisplayOverheadMap = TRUE;
/* OK i need to initialize coords here
@@ -3800,7 +3795,6 @@ void RenderTEAMPanel( BOOLEAN fDirty )
SOLDIERTYPE *pSoldier;
static CHAR16 pStr[ 512 ], pMoraleStr[ 20 ];
// WANNE 2 <new>
if ( fDirty == DIRTYLEVEL2 )
{
MarkAButtonDirty( iTEAMPanelButtons[ TEAM_DONE_BUTTON ] );
@@ -3812,7 +3806,6 @@ void RenderTEAMPanel( BOOLEAN fDirty )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiTEAMPanel, 0, INTERFACE_START_X, INTERFACE_START_Y, VO_BLT_SRCTRANSPARENCY, NULL );
RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH - INTERFACE_START_X , INTERFACE_HEIGHT );
// WANNE 2 <new> <begin>
// LOOP THROUGH ALL MERCS ON TEAM PANEL
for ( cnt = 0, posIndex = 0; cnt < NUM_TEAM_SLOTS; cnt++, posIndex+= 2 )
{
+3 -5
View File
@@ -2181,7 +2181,7 @@ else
if ( gGameSettings.fOptions[TOPTION_DROP_ALL] )
{
// WANNE - "Drop all" should mean "Drop all"
// WANNE: "Drop all" should mean "Drop all"
/*
if ( Item[ pp->Inv[ i ].usItem ].usItemClass == IC_FACE )
{
@@ -2228,10 +2228,10 @@ else
// WANNE: Randomly choose which type of items should be dropped
if (gGameExternalOptions.ubEnemiesItemDrop == 0)
{
if( /*gGameSettings.fOptions[TOPTION_DROP_ALL] ||*/ Random(100) < ubAmmoDropRate )
if( Random(100) < ubAmmoDropRate )
fAmmo = TRUE;
if( /*gGameSettings.fOptions[TOPTION_DROP_ALL] ||*/ Random(100) < ubOtherDropRate )
if( Random(100) < ubOtherDropRate )
fWeapon = TRUE;
if( Random(100) < ubOtherDropRate )
@@ -3044,7 +3044,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, UINT8 maxCoolness, BOOLEAN getMatchingCo
}
usItem = gArmyItemChoices[ typeIndex ].bItemNo[ uiChoice ];
// WANNE
pickItem = FALSE;
if (usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem))
@@ -3075,7 +3074,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, UINT8 maxCoolness, BOOLEAN getMatchingCo
//Madd: quickfix: don't use NVGs during the day, and no sungoggles at night either
//if ( usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem) && (( DayTime() && Item[usItem].nightvisionrangebonus == 0 ) || ( NightTime() && Item[usItem].dayvisionrangebonus == 0 )))
// WANNE
if (pickItem == TRUE)
{
// pick a default item in case we don't find anything with a matching coolness, but pick the coolest item we can find
+1 -1
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@@ -7709,7 +7709,7 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
}
// WANNE: IRA: Madd, I commented this, because this leads to IRAs INVISIBLE BUG!
// WANNE: Madd, I commented this, because this leads to IRAs INVISIBLE BUG!
// We should only call the CreateSoldierPalettes if oldCamo != newCamo. See above!
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
//if ( pSoldier->bInSector)
-1
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@@ -1107,7 +1107,6 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo
}
}
}
// WANNE: - END
//how much is admission to the next tile
if ( gfPathAroundObstacles )
-7
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -57,19 +56,14 @@
#include "Rain.h"
// WANNE 2
// Shop Keeper Interface
#define SKI_X_OFFSET (((SCREEN_WIDTH - 536) / 2))
#define SKI_Y_OFFSET ((((SCREEN_HEIGHT - 140) - 340) / 2))
// WANNE 2
// Overhead Map
#define OM_X_OFFSET 0
#define OM_Y_OFFSET 0
#define RAIN_UPDATE_RATE 60
#define PERCENT_OF_DROPS_GOING_TO_THE_EDGE_OF_SCREEN 0.25f
@@ -535,7 +529,6 @@ void RenderRain()
if( InOverheadMap() )
{
// WANNE 2
ColorFillVideoSurfaceArea( guiRainRenderSurface, OM_X_OFFSET, OM_Y_OFFSET, SCREEN_WIDTH, SCREEN_HEIGHT - 120, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
return;
}
+4 -10
View File
@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -87,7 +86,6 @@ SKIRGBCOLOR SkiGlowColorsA[]={
//
///////////////////////////////////////////
// WANNE 2
#define SKI_INTERFACE_WIDTH 536
#define SKI_INTERFACE_HEIGHT 340
@@ -843,7 +841,6 @@ BOOLEAN EnterShopKeeperInterface()
//Clear out all the save background rects
EmptyBackgroundRects( );
// WANNE 2
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - INV_INTERFACE_HEIGHT );
if( gfExitSKIDueToMessageBox )
@@ -1497,9 +1494,7 @@ void RestoreTacticalBackGround()
GetVideoSurface( &hDestVSurface, guiRENDERBUFFER );
GetVideoSurface( &hSrcVSurface, guiCornerWhereTacticalIsStillSeenImage );
// WANNE 2
// Top
SrcRect.iLeft = SKI_TACTICAL_BACKGROUND_START_X; //0;
SrcRect.iTop = SKI_TACTICAL_BACKGROUND_START_Y; //0;
@@ -1508,7 +1503,7 @@ void RestoreTacticalBackGround()
BltVSurfaceUsingDD( hDestVSurface, hSrcVSurface, VO_BLT_SRCTRANSPARENCY, SKI_TACTICAL_BACKGROUND_START_X, SKI_TACTICAL_BACKGROUND_START_Y, (RECT*)&SrcRect );
// WANNE 2
// WANNE: I think it is not used.
//InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
@@ -6364,7 +6359,6 @@ void InitShopKeeperItemDescBox( OBJECTTYPE *pObject, UINT8 ubPocket, UINT8 ubFro
sPosY = SKI_ARMS_DEALERS_INV_START_Y + ( ( SKI_INV_OFFSET_Y * ubSelectedInvSlot / SKI_NUM_ARMS_DEALERS_INV_COLS ) + 1 ) - ( 128 / 2 ) + SKI_INV_SLOT_HEIGHT / 2;
// WANNE 2
//if the start position + the height of the box is off the screen, reposition
if( sPosY < (0 + SCREEN_Y_OFFSET) )
sPosY = 0 + SCREEN_Y_OFFSET;
@@ -6435,7 +6429,7 @@ void StartSKIDescriptionBox( void )
//if the current merc is too far away, dont shade the SM panel because it is already shaded
// WANNE 2: Do not shade the background
// WANNE: Do not shade the background
if( gfSMDisableForItems )
DrawHatchOnInventory( FRAME_BUFFER, SCREEN_X_OFFSET, SCREEN_Y_OFFSET, SKI_INTERFACE_WIDTH, SKI_INTERFACE_HEIGHT );
else
@@ -7518,7 +7512,7 @@ void DelayRepairsInProgressBy( UINT32 uiMinutesDelayed )
//Mouse Call back for the Arms delaers face
void SelectArmsDealersDropItemToGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// WANNE 2: not needed to drop the item to the ground -> on the right side of the shopkeeper screen!
// WANNE: Not needed to drop the item to the ground -> on the right side of the shopkeeper screen!
/*
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
@@ -7595,7 +7589,7 @@ void DisplayTheSkiDropItemToGroundString()
//get the height of the displayed text
usHeight = DisplayWrappedString( SKI_DROP_ITEM_TO_GROUND_START_X, SKI_DROP_ITEM_TO_GROUND_TEXT_START_Y, (UINT16)(SCREEN_WIDTH-SKI_DROP_ITEM_TO_GROUND_START_X), 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SKI_Text[ SKI_TEXT_DROP_ITEM_TO_GROUND ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED | DONT_DISPLAY_TEXT );
// WANNE 2 - not needed to show the string
// WANNE: Not needed to show the string
//display the 'drop item to ground' text
//DisplayWrappedString( SKI_DROP_ITEM_TO_GROUND_START_X, (UINT16)(SKI_DROP_ITEM_TO_GROUND_TEXT_START_Y-usHeight), (UINT16)(SCREEN_WIDTH-SKI_DROP_ITEM_TO_GROUND_START_X), 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SKI_Text[ SKI_TEXT_DROP_ITEM_TO_GROUND ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED | INVALIDATE_TEXT );
}
-2
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
@@ -25,7 +24,6 @@ INT8 EffectiveStrength( SOLDIERTYPE * pSoldier )
// plus 1/2 strength scaled according to how hurt we are
bBandaged = pSoldier->bLifeMax - pSoldier->bLife - pSoldier->bBleeding;
// WANNE 2
if (pSoldier->bStrength > 0)
{
iEffStrength = pSoldier->bStrength / 2;
+1 -2
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@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "Language Defines.h"
@@ -2833,7 +2832,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
case INSERT:
// WANNE 2: commented this out, because the interface panel is not correctly redrawn!
// WANNE: Commented this out, because the interface panel is not correctly redrawn!
// I do not know the bug ;(
//GoIntoOverheadMap();
break;
+4 -4
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@@ -314,7 +314,7 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo
}
// WANNE 4: Zeigt den Schusscursor, wenn dieser auf einem Gegner steht
// WANNE: Shows the target cursor over the enemy soldier
UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
{
UINT8 switchVal;
@@ -418,14 +418,14 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
}
else
{
// WANNE 4: Wie oft erhöht?
// WANNE: How oft increased?
bFutureAim = (INT8)( pSoldier->bShownAimTime + 1 );
if ( bFutureAim <= maxAimLevels )
{
if (reverse == 0)
{
// WANNE 4: Aktuelle AP Kosten fürs ziehlen
// WANNE: Current AP costs for targeting
sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim );
//gsCurrentActionPoints = sAPCosts;
@@ -951,7 +951,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
// WANNE 4: Zeigt den Schusscursor, wenn dieser auf keinem Gegner steht
// WANNE: Shows the target cursor if we are not hovering over an enemy soldier
UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos , BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
{
UINT16 usInHand;
+1 -2
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@@ -2286,7 +2286,6 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOLEAN fStea
}
DeleteObj( &(pTargetSoldier->inv[ubIndexRet]) );
// WANNE: NEW
// The item that the enemy holds in his hand before the stealing
usNewItem = pTargetSoldier->inv[HANDPOS].usItem;
@@ -3715,7 +3714,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
if (pSoldier->bShock)
iChance -= (pSoldier->bShock * AIM_PENALTY_PER_SHOCK);
// WANNE NEW: Changed this, because RPGs are not in the calculation, only guns
// WANNE: Changed this, because RPGs are not in the calculation, only guns
//if ( Item[ usInHand ].usItemClass == IC_GUN )
if ( Item[ usInHand ].usItemClass == IC_GUN || Item[ usInHand ].usItemClass == IC_LAUNCHER)
{
-1
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@@ -248,7 +248,6 @@ sectorLoadscreensEndElementHandle(void *userData, const XML_Char *name)
{
pData->curElement = ELEMENT;
// WANNE
if(MAX_IMAGE_PATH_CHARS >= strlen(pData->szCharData))
strcpy(pData->curSectorLoadscreens.szNightAlt,pData->szCharData);
else