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-externalized AP costs for attachments or an attachment-by-attachment basis
-added APCost to Attachments.xml git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@475 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2958,7 +2958,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( gpItemPointer != NULL )
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{
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// nb pointer could be NULL because of inventory manipulation in mapscreen from sector inv
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if ( !gpItemPointerSoldier || EnoughPoints( gpItemPointerSoldier, AP_RELOAD_GUN, 0, TRUE ) )
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if ( !gpItemPointerSoldier || EnoughPoints( gpItemPointerSoldier, AttachmentAPCost( gpItemPointer->usItem, gpItemDescObject->usItem ), 0, TRUE ) )
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{
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// if ( (Item[ gpItemPointer->usItem ].fFlags & ITEM_INSEPARABLE) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject->usItem ) )
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if ( (Item[ gpItemPointer->usItem ].inseparable ) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject->usItem ) )
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@@ -2973,7 +2973,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
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else
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{
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// ATE: Make sure we have enough AP's to drop it if we pick it up!
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if ( EnoughPoints( gpItemDescSoldier, ( AP_RELOAD_GUN + AP_PICKUP_ITEM ), 0, TRUE ) )
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if ( EnoughPoints( gpItemDescSoldier, ( AttachmentAPCost( gpItemPointer->usItem, gpItemDescObject->usItem ) + AP_PICKUP_ITEM ), 0, TRUE ) )
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{
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// Get attachment if there is one
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// The follwing function will handle if no attachment is here
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@@ -4099,6 +4099,7 @@ void DeleteItemDescriptionBox( )
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{
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INT32 cnt, cnt2;
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BOOLEAN fFound, fAllFound;
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UINT8 ubAPCost;
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if( gfInItemDescBox == FALSE )
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{
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@@ -4135,6 +4136,7 @@ void DeleteItemDescriptionBox( )
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if (!fFound)
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{
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// charge APs
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ubAPCost = AttachmentAPCost(gusOriginalAttachItem[ cnt ],gpItemDescObject->usItem);
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fAllFound = FALSE;
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break;
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}
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@@ -4159,6 +4161,7 @@ void DeleteItemDescriptionBox( )
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if (!fFound)
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{
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// charge APs
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ubAPCost = AttachmentAPCost(gpItemDescObject->usAttachItem[ cnt ],gpItemDescObject->usItem);
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fAllFound = FALSE;
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break;
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}
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@@ -4168,7 +4171,7 @@ void DeleteItemDescriptionBox( )
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if (!fAllFound)
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{
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DeductPoints( gpAttachSoldier, AP_RELOAD_GUN, 0 );
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DeductPoints( gpAttachSoldier, ubAPCost, 0 );
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}
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}
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}
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