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*************************
* 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
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@@ -2508,8 +2508,22 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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// SetFontForeground( FONT_MCOLOR_DKGRAY );
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// break;
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//}
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// HEADROCK HAM 3.4: Get estimate of bullets left.
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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// Soldier doesn't know.
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EstimateBulletsLeft( pSoldier, pObject );
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swprintf( pStr, L"%s", gBulletCount );
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}
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else
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{
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swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
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}
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//swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
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//swprintf( pStr, L"%d", GetEstimateBulletsLeft(pSoldier, pObject) );
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swprintf( pStr, L"%d", (*pObject)[iter]->data.gun.ubGunShotsLeft );
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if ( uiBuffer == guiSAVEBUFFER )
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{
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RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 );
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@@ -2892,7 +2906,7 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY,
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//CHRISL: Initialize coords based on EDB/NIV settings
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InitDescStatCoords();
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InitEDBCoords();
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InitItemDescriptionBoxStartCoords( gGameExternalOptions.fEnhancedDescriptionBox );
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InitItemDescriptionBoxStartCoords( gGameExternalOptions.iEnhancedDescriptionBox );
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//CHRISL: We only want this condition to be true when looking at MONEY. Not IC_MONEY since we can't actually split
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// things like gold nuggets or wallets.
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@@ -2974,10 +2988,33 @@ BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY,
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// Add button
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// if( guiCurrentScreen != MAP_SCREEN )
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//if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
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if ( GetMagSize(gpItemDescObject) <= 99 )
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swprintf( pStr, L"%d/%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(gpItemDescObject));
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{
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// HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough.
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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EstimateBulletsLeft( pSoldier, pObject );
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swprintf(pStr, L"%s/%d", gBulletCount, GetMagSize(gpItemDescObject) );
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}
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else
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{
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swprintf( pStr, L"%d/%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(gpItemDescObject));
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}
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}
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else
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swprintf( pStr, L"%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
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{
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// HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough.
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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EstimateBulletsLeft( pSoldier, pObject );
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swprintf( pStr, L"%s", gBulletCount );
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}
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else
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{
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swprintf( pStr, L"%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft );
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}
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}
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FilenameForBPP("INTERFACE\\infobox.sti", ubString);
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sForeColour = ITEMDESC_AMMO_FORE;
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