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- A fix for the general slow down issue due to scope icons (by tazpn)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1375,6 +1375,15 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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FilenameForBPP("INTERFACE\\gold_key_button.sti", VObjectDesc.ImageFile);
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FilenameForBPP("INTERFACE\\gold_key_button.sti", VObjectDesc.ImageFile);
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CHECKF( AddVideoObject( &VObjectDesc, &guiGoldKeyVO ) );
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CHECKF( AddVideoObject( &VObjectDesc, &guiGoldKeyVO ) );
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// added by Flugente
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// HEADROCK HAM 4: Advanced Icons
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
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CHECKF( AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon) );
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}
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// Add cammo region
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// Add cammo region
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MSYS_DefineRegion( &gSMInvCamoRegion, pCamoRegion->sX, pCamoRegion->sY, (INT16)(pCamoRegion->sX + CAMO_REGION_WIDTH ), (INT16)(pCamoRegion->sY + CAMO_REGION_HEIGHT ), MSYS_PRIORITY_HIGH,
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MSYS_DefineRegion( &gSMInvCamoRegion, pCamoRegion->sX, pCamoRegion->sY, (INT16)(pCamoRegion->sX + CAMO_REGION_WIDTH ), (INT16)(pCamoRegion->sY + CAMO_REGION_HEIGHT ), MSYS_PRIORITY_HIGH,
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MSYS_NO_CURSOR, INVMoveCammoCallback, INVClickCammoCallback );
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MSYS_NO_CURSOR, INVMoveCammoCallback, INVClickCammoCallback );
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@@ -1501,6 +1510,12 @@ void ShutdownInvSlotInterface( )
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DeleteVideoObjectFromIndex( guiGoldKeyVO );
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DeleteVideoObjectFromIndex( guiGoldKeyVO );
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if ( guiItemInfoAdvancedIcon != 0 )
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{
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DeleteVideoObjectFromIndex( guiItemInfoAdvancedIcon );
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guiItemInfoAdvancedIcon = 0;
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}
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// Remove regions
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// Remove regions
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// Add regions for inventory slots
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// Add regions for inventory slots
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for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
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for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
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@@ -3810,17 +3825,21 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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gprintfinvalidate( sNewX, sNewY, pStr );
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gprintfinvalidate( sNewX, sNewY, pStr );
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}
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}
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes && pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
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&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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{
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{
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sNewX = sX + 5; // rather arbitrary
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sNewX = sX + 5; // rather arbitrary
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sNewY = sY;
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sNewY = sY;
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// added by Flugente
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// added by Flugente
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// HEADROCK HAM 4: Advanced Icons
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// HEADROCK HAM 4: Advanced Icons
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VOBJECT_DESC VObjectDesc;
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if (guiItemInfoAdvancedIcon == 0)
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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{
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strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
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VOBJECT_DESC VObjectDesc;
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AddStandardVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" );
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AddVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon);
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}
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std::map<INT8, OBJECTTYPE*> ObjList;
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std::map<INT8, OBJECTTYPE*> ObjList;
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GetScopeLists(&pSoldier->inv[HANDPOS], ObjList);
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GetScopeLists(&pSoldier->inv[HANDPOS], ObjList);
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