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- Fixed 'Subtotal' disappearing in BR when all items out of stock/not available yet (by Buggler)
- Added new shortcut 'u' which opens selected sector inventory screen when item filter is active in strategic screen (by Buggler) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4698 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-13
@@ -1346,6 +1346,19 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter)
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PosY = BOBBYR_GRID_PIC_Y;
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usTextPosY = BOBBYR_ITEM_DESC_START_Y;
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//Display the subtotal at the bottom of the screen
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swprintf( sDollarTemp, L"%d", CalculateTotalPurchasePrice() );
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InsertCommasForDollarFigure( sDollarTemp );
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InsertDollarSignInToString( sDollarTemp );
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swprintf( sTemp, L"%s %s", BobbyRText[BOBBYR_GUNS_SUB_TOTAL], sDollarTemp );
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DrawTextToScreen(sTemp, BOBBYR_ORDER_SUBTOTAL_X, BOBBYR_ORDER_SUBTOTAL_Y, 0, BOBBYR_ORDER_TITLE_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
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//Display the Used item disclaimer
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if( gfOnUsedPage )
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{
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DrawTextToScreen( BobbyRText[BOBBYR_GUNS_PERCENT_FUNCTIONAL], BOBBYR_PERCENT_FUNTCIONAL_X, BOBBYR_PERCENT_FUNTCIONAL_Y, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
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}
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// InitFirstAndLastGlobalIndex( uiItemClass );
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//if there are no items then return
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@@ -1651,19 +1664,6 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter)
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gusOldItemNumOnTopOfPage = gusCurWeaponIndex;
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}
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//Display the subtotal at the bottom of the screen
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swprintf( sDollarTemp, L"%d", CalculateTotalPurchasePrice() );
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InsertCommasForDollarFigure( sDollarTemp );
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InsertDollarSignInToString( sDollarTemp );
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swprintf( sTemp, L"%s %s", BobbyRText[BOBBYR_GUNS_SUB_TOTAL], sDollarTemp );
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DrawTextToScreen(sTemp, BOBBYR_ORDER_SUBTOTAL_X, BOBBYR_ORDER_SUBTOTAL_Y, 0, BOBBYR_ORDER_TITLE_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
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//Display the Used item disclaimer
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if( gfOnUsedPage )
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{
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DrawTextToScreen( BobbyRText[BOBBYR_GUNS_PERCENT_FUNCTIONAL], BOBBYR_PERCENT_FUNTCIONAL_X, BOBBYR_PERCENT_FUNTCIONAL_Y, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
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}
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return(TRUE);
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}
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+16
-17
@@ -7554,24 +7554,13 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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fDisableJustForIan = ! fDisableJustForIan;
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}
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else
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{
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// only handle border button keyboard equivalents if the button is visible!
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if ( !fShowMapInventoryPool )
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{
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ToggleItemsFilter();
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}
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}
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#else
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// only handle border button keyboard equivalents if the button is visible!
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if ( !fShowMapInventoryPool )
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{
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ToggleItemsFilter();
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}
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#endif
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// only handle border button keyboard equivalents if the button is visible!
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if ( !fShowMapInventoryPool )
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{
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ToggleItemsFilter();
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}
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break;
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case 'K':
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//CHRISL: Swap gunsling
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if ( bSelectedInfoChar != -1 && fShowInventoryFlag && UsingNewInventorySystem() == true )
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@@ -7897,7 +7886,17 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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#endif
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break;
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// open selected sector inventory screen
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// if showing item counts on the map, and not already in sector inventory
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if ( fShowItemsFlag && !fShowMapInventoryPool )
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{
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// show sector inventory for selected sector
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ChangeSelectedMapSector( sSelMapX, sSelMapY, ( INT8 ) iCurrentMapSectorZ );
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fShowMapInventoryPool = TRUE;
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CreateDestroyMapInventoryPoolButtons( TRUE );
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}
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break;
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case 'v':
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if( fCtrl )
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{
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