*************************

* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-20 15:49:46 +00:00
parent 53821fcf49
commit f010769397
120 changed files with 16937 additions and 2200 deletions
+41 -4
View File
@@ -2508,8 +2508,22 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
// SetFontForeground( FONT_MCOLOR_DKGRAY );
// break;
//}
// HEADROCK HAM 3.4: Get estimate of bullets left.
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
// Soldier doesn't know.
EstimateBulletsLeft( pSoldier, pObject );
swprintf( pStr, L"%s", gBulletCount );
}
else
{
swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
}
//swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
//swprintf( pStr, L"%d", GetEstimateBulletsLeft(pSoldier, pObject) );
swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 );
@@ -2892,7 +2906,7 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY,
//CHRISL: Initialize coords based on EDB/NIV settings
InitDescStatCoords();
InitEDBCoords();
InitItemDescriptionBoxStartCoords( gGameExternalOptions.fEnhancedDescriptionBox );
InitItemDescriptionBoxStartCoords( gGameExternalOptions.iEnhancedDescriptionBox );
//CHRISL: We only want this condition to be true when looking at MONEY. Not IC_MONEY since we can't actually split
// things like gold nuggets or wallets.
@@ -2974,10 +2988,33 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY,
// Add button
// if( guiCurrentScreen != MAP_SCREEN )
//if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
if ( GetMagSize(gpItemDescObject) <= 99 )
swprintf( pStr, L"%d/%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(gpItemDescObject));
{
// HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough.
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
EstimateBulletsLeft( pSoldier, pObject );
swprintf(pStr, L"%s/%d", gBulletCount, GetMagSize(gpItemDescObject) );
}
else
{
swprintf( pStr, L"%d/%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(gpItemDescObject));
}
}
else
swprintf( pStr, L"%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
{
// HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough.
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
EstimateBulletsLeft( pSoldier, pObject );
swprintf( pStr, L"%s", gBulletCount );
}
else
{
swprintf( pStr, L"%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
}
}
FilenameForBPP("INTERFACE\\infobox.sti", ubString);
sForeColour = ITEMDESC_AMMO_FORE;