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synced 2026-07-22 13:40:22 +02:00
Added mouse wheel scroll functionality for changing pages in strategic map inventory (by Asdow).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9266 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -213,6 +213,7 @@ UINT32 uiNumberOfUnSeenItems = 0;
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//MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_SLOT_COUNT ];
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MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_MAX_SLOTS ];
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MOUSE_REGION MapInventoryPoolMask;
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MOUSE_REGION MapInventoryPageScrollArea;
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// HEADROCK HAM 5: This rectangle describes the inventory. It is used to limit cursor movement while waiting for zoom input.
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SGPRect MapInventoryRect;
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@@ -407,6 +408,10 @@ void MapInventoryFilterToggle( UINT32 uiFlags );
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void MapInventoryFilterSet( UINT32 uiFlags );
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void HandleSetFilterButtons();
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void InitMapInventoryCoordinates(void);
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void HandleMousePageScroll(void);
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void MapInvNextPage(void);
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void MapInvPreviousPage(void);
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//dnl ch75 271013 ClearAllItemPools and RefreshItemPools are relocated from "Handle Items.cpp"
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void ClearAllItemPools()
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@@ -920,6 +925,14 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
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// create buttons
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CreateMapInventoryButtons( );
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// Create mouseregion for page scroll
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MSYS_DefineRegion(
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&MapInventoryPageScrollArea,
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UI_MAP.BorderRegion.x, UI_MAP.BorderRegion.y,
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UI_MAP.BorderRegion.x + UI_MAP.BorderRegion.width, UI_MAP.BorderRegion.y + UI_MAP.BorderRegion.height,
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MSYS_PRIORITY_NORMAL, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK
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);
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// Flugente: certain features need to alter an item's temperature value depending on the time passed
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// if we do these functions here and adjust for the time passed since this sector was loaded last, it will seem to the player
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// as if these checks are always performed in any sector
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@@ -972,6 +985,8 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
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DestroyInventoryPoolDoneButton( );
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MSYS_RemoveRegion(&MapInventoryPageScrollArea);
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// HEADROCK HAM 5: Destroy big item graphics.
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if (fMapInventoryZoom)
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{
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@@ -2770,56 +2785,32 @@ BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo, IN
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void MapInventoryPoolNextBtn( GUI_BUTTON *btn, INT32 reason )
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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// if can go to next page, go there
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if( iCurrentInventoryPoolPage < ( iLastInventoryPoolPage ) )
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{
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iCurrentInventoryPoolPage++;
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//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
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if (gpItemPointer != NULL)
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{
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fChangedInventorySlots = TRUE;
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gfCheckForCursorOverMapSectorInventoryItem = TRUE;
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}
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fMapPanelDirty = TRUE;
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}
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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MapInvNextPage();
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}
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}
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}
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void MapInventoryPoolPrevBtn( GUI_BUTTON *btn, INT32 reason )
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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// if can go to next page, go there
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if( iCurrentInventoryPoolPage > 0 )
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{
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iCurrentInventoryPoolPage--;
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//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
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if (gpItemPointer != NULL)
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{
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fChangedInventorySlots = TRUE;
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gfCheckForCursorOverMapSectorInventoryItem = TRUE;
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}
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fMapPanelDirty = TRUE;
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}
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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MapInvPreviousPage();
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}
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}
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}
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@@ -3800,6 +3791,7 @@ void HandleMapSectorInventory( void )
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{
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HandleMouseInCompatableItemForMapSectorInventory( iCurrentlyHighLightedItem );
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}
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HandleMousePageScroll();
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}
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@@ -6326,6 +6318,89 @@ void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, std::v
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}
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void ResetMapInventoryWheelStates(void)
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{
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MapInventoryPageScrollArea.WheelState = 0;
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for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
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{
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MapInventoryPoolSlots[i].WheelState = 0;
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}
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}
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void HandleMousePageScroll(void)
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{
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boolean scroll = false;
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if (MapInventoryPageScrollArea.WheelState > 0)
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{
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scroll = true;
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}
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for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
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{
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if (MapInventoryPoolSlots[i].WheelState > 0)
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{
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scroll = true;
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break;
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}
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}
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if (scroll == true)
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{
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MapInvPreviousPage();
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ResetMapInventoryWheelStates();
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return;
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}
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if (MapInventoryPageScrollArea.WheelState < 0)
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{
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scroll = true;
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}
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for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
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{
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if (MapInventoryPoolSlots[i].WheelState < 0)
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{
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scroll = true;
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break;
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}
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}
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if (scroll == true)
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{
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MapInvNextPage();
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ResetMapInventoryWheelStates();
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}
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}
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void MapInvNextPage(void)
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{
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// if can go to next page, go there
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if (iCurrentInventoryPoolPage < iLastInventoryPoolPage)
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{
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iCurrentInventoryPoolPage++;
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//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
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if (gpItemPointer != NULL)
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{
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fChangedInventorySlots = TRUE;
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gfCheckForCursorOverMapSectorInventoryItem = TRUE;
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}
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fMapPanelDirty = TRUE;
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}
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}
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void MapInvPreviousPage(void)
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{
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// if can go to next page, go there
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if (iCurrentInventoryPoolPage > 0)
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{
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iCurrentInventoryPoolPage--;
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//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
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if (gpItemPointer != NULL)
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{
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fChangedInventorySlots = TRUE;
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gfCheckForCursorOverMapSectorInventoryItem = TRUE;
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}
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fMapPanelDirty = TRUE;
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}
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}
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void InitMapInventoryCoordinates(void)
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{
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if (isWidescreenUI())
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