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New feature for UDB
It is now possible to see secondary attributes on the general tab for weapons. Just click on the tab a second time. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6428 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1401,7 +1401,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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/////////////////////////////////////////////////////////////////////////////////
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// WEAPONS
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/////////////////////////////////////////////////////////////////////////////////
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if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH )
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if ( (Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH) && gubDescGenPage == 0 )
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{
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if (gubDescBoxPage == 1)
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{
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@@ -2281,6 +2281,8 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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}
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//////////////////// REPAIR EASE
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// not for weapons. They have this one their primary page
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if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH) )
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{
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swprintf( pStr, L"%s%s", szUDBGenCommonStatsTooltipText[ 0 ], szUDBGenCommonStatsExplanationsTooltipText[ 0 ]);
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SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + 0 ]), pStr );
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@@ -2295,7 +2297,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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// UDB page. They appear only for non-weapon items (no room in the weapon page).
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if (gubDescBoxPage == 1 &&
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!(Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH ) )
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( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH ) || gubDescGenPage == 1 ) )
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{
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iFirstDataRegion = iRegionsCreated;
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CHAR16 pStr[1000];
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@@ -5592,13 +5594,17 @@ void DrawMiscStats( OBJECTTYPE * gpItemDescObject )
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if (gubDescBoxPage == 1)
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{
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////////////////// REPAIR EASE
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if ( !Item[gpItemDescObject->usItem].repairable )
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// not for weapons. They have this one their primary page
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if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH) )
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( !Item[gpItemDescObject->usItem].repairable )
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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DrawSecondaryStats( gpItemDescObject );
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@@ -12426,6 +12432,8 @@ void DrawMiscValues( OBJECTTYPE * gpItemDescObject )
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SetFontForeground( 6 );
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//////////////////// REPAIR EASE
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// not for weapons. They have this one their primary page
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if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH) )
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{
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// Set line to draw into
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ubNumLine = 0;
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