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Merged from revision: 7350
Fixes (by Buggler) - Fixed mouse region for item stack popup in strategic screen for non-standard resolutions - Disabled Ctrl+Click for dropping item to sector inventory in combat - Disabled Sector Inventory Stack Popup in combat - Removed unused Ja2Options.ini: MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY and STAMINA_HIT (by Buggler & Sevenfm) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7351 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-3
@@ -888,6 +888,7 @@ void InvmaskRegionBtnCallBack( MOUSE_REGION *pRegion, INT32 iReason );
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void TrashCanBtnCallback( MOUSE_REGION *pRegion, INT32 iReason);
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extern void KeyRingItemPanelButtonCallback( MOUSE_REGION *pRegion, INT32 iReason );
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extern BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier );
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// handle talking
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void HandleSpontanousTalking( void );
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@@ -9801,7 +9802,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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if ( !InItemStackPopup( ) )
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{
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// CHRISL: Changed final parameter so that we fill the inventory screen
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InitItemStackPopup( pSoldier, (UINT8)uiHandPos, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
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InitItemStackPopup( pSoldier, (UINT8)uiHandPos, xResOffset, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
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fTeamPanelDirty=TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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@@ -9890,10 +9891,17 @@ void MAPBeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
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pSoldier->inv[ubHandPos].MoveThisObjectTo(gItemPointer, numToMove, pSoldier, ubHandPos);
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//Autoplace to map sector invectory
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//Autoplace to map sector inventory
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if ( _KeyDown(CTRL) )
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{
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if( AutoPlaceObjectToWorld(pSoldier, &gItemPointer) )
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// if in battle inform player they will have to do this in tactical
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if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
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{
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// return item to original slot
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PlaceObject( pSoldier, ubHandPos, &gItemPointer );
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
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}
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else if( AutoPlaceObjectToWorld(pSoldier, &gItemPointer) )
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{
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//INVRenderINVPanelItem( pSoldier, uiHandPos, DIRTYLEVEL2); // redraw the empty slot
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