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- Bugfix: IMP Creation -> String Array for holding the Attribute selection text was too short and so we got a buffer overrun in Debug version
- IMP Creation: Moved second info text for skill page some pixels up, because in Russian version text is longer git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3065 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -260,7 +260,7 @@ void RenderIMPAttributeSelection( void )
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DisplayWrappedString( LAPTOP_SCREEN_UL_X + 355, LAPTOP_SCREEN_WEB_UL_Y + 51, ( 640 ), 2, FONT12ARIAL, FONT_WHITE, sgAttributeSelectionText[2],FONT_BLACK,FALSE,0);
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// this show us the exact maximum attribute based on ini option
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CHAR16 sMaxPntsString[64];
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CHAR16 sMaxPntsString[200];
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INT32 iMaxPointsToShow = gGameExternalOptions.iMaxAttribute;
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if (iMaxPointsToShow > 100 )
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@@ -186,7 +186,7 @@ void PrintImpText( void )
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//LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 130, LAPTOP_SCREEN_WEB_UL_Y + 60, ( 456 - 200 ), IMP_PERS_1, FONT12ARIAL, FONT_WHITE, TRUE, CENTER_JUSTIFIED);
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//LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 130, LAPTOP_SCREEN_WEB_UL_Y + 130, ( 456 - 200 ), IMP_PERS_2, FONT12ARIAL, FONT_WHITE, TRUE, CENTER_JUSTIFIED);
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DisplayWrappedString( LAPTOP_SCREEN_UL_X + 130, LAPTOP_SCREEN_WEB_UL_Y + 57, ( 456 - 200 ), 2, FONT12ARIAL, FONT_WHITE, pSkillTraitBeginIMPStrings[ 0 ],FONT_BLACK,FALSE,CENTER_JUSTIFIED);
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DisplayWrappedString( LAPTOP_SCREEN_UL_X + 130, LAPTOP_SCREEN_WEB_UL_Y + 150, ( 456 - 200 ), 2, FONT12ARIAL, FONT_WHITE, pSkillTraitBeginIMPStrings[ 1 ],FONT_BLACK,FALSE,CENTER_JUSTIFIED);
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DisplayWrappedString( LAPTOP_SCREEN_UL_X + 130, LAPTOP_SCREEN_WEB_UL_Y + 140, ( 456 - 200 ), 2, FONT12ARIAL, FONT_WHITE, pSkillTraitBeginIMPStrings[ 1 ],FONT_BLACK,FALSE,CENTER_JUSTIFIED);
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LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X - 111, LAPTOP_SCREEN_WEB_UL_Y + 7, sWidth, IMP_PERS_6, FONT14ARIAL, FONT_WHITE, TRUE, CENTER_JUSTIFIED );
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