diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index c777dbd9..db4f14bc 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -5030,6 +5030,7 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, // HEADROCK HAM 5: Adjust Item Region // Before creating the ammo button, we set a region that spans the entire Big Item image. Clicking on the image // will trigger a Transformation menu. + if ( gpItemDescObject->usItem != MONEY ) { MSYS_DefineRegion( &gInvDescTransformRegion, (UINT16)ITEMDESC_ITEM_X, (UINT16)ITEMDESC_ITEM_Y ,(UINT16)(ITEMDESC_ITEM_X + ITEMDESC_ITEM_WIDTH), (UINT16)(ITEMDESC_ITEM_Y + ITEMDESC_ITEM_HEIGHT), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescTransformRegionCallback ); @@ -5209,6 +5210,7 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, gRemoveMoney.uiTotalAmount = (*gpItemDescObject)[0]->data.money.uiMoneyAmount; gRemoveMoney.uiMoneyRemaining = (*gpItemDescObject)[0]->data.money.uiMoneyAmount; gRemoveMoney.uiMoneyRemoving = 0; + gubDescBoxPage = 0; // Load graphic VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; @@ -7339,9 +7341,9 @@ void RenderItemDescriptionBox( ) mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y ), gzMoneyAmounts[4] ); } } - } - else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_MONEY ) - { +// } +// else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_MONEY ) +// { SetFontForeground( FONT_FCOLOR_WHITE ); SetFontShadow( DEFAULT_SHADOW ); swprintf( pStr, L"%ld", (*gpItemDescObject)[gubItemDescStatusIndex]->data.money.uiMoneyAmount );