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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
202 lines
8.0 KiB
C++
202 lines
8.0 KiB
C++
#ifndef __INTERFACE_ITEMS_H
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#define __INTERFACE_ITEMS_H
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#include "items.h"
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#include "Handle Items.h"
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// DEFINES FOR ITEM SLOT SIZES IN PIXELS
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#define BIG_INV_SLOT_WIDTH 61
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#define BIG_INV_SLOT_HEIGHT 22
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#define SM_INV_SLOT_WIDTH 30
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#define SM_INV_SLOT_HEIGHT 23
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#define VEST_INV_SLOT_WIDTH 43
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#define VEST_INV_SLOT_HEIGHT 24
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#define LEGS_INV_SLOT_WIDTH 43
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#define LEGS_INV_SLOT_HEIGHT 24
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#define HEAD_INV_SLOT_WIDTH 43
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#define HEAD_INV_SLOT_HEIGHT 24
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// A STRUCT USED INTERNALLY FOR INV SLOT REGIONS
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typedef struct
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{
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BOOLEAN fBigPocket;
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INT16 sBarDx;
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INT16 sBarDy;
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INT16 sWidth;
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INT16 sHeight;
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INT16 sX; // starts at 0, gets set via InitInvSlotInterface()
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INT16 sY; // starts at 0, gets set via InitInvSlotInterface()
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} INV_REGIONS;
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// USED TO SETUP REGION POSITIONS, ETC
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typedef struct
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{
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INT16 sX;
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INT16 sY;
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} INV_REGION_DESC;
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class OLD_ITEM_CURSOR_SAVE_INFO_101
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{
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public:
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OLD_OBJECTTYPE_101 ItemPointerInfo;
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UINT8 ubSoldierID;
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UINT8 ubInvSlot;
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BOOLEAN fCursorActive;
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INT8 bPadding[5];
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};
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class ITEM_CURSOR_SAVE_INFO
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{
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public:
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ITEM_CURSOR_SAVE_INFO& operator=(OLD_ITEM_CURSOR_SAVE_INFO_101& src)
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{
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this->fCursorActive = src.fCursorActive;
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this->ItemPointerInfo = src.ItemPointerInfo;
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this->ubInvSlot = src.ubInvSlot;
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this->ubSoldierID = src.ubSoldierID;
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return *this;
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}
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//could use a little tidying up
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BOOLEAN Save(HWFILE hFile);
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BOOLEAN Load(HWFILE hFile);
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UINT8 ubSoldierID;
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UINT8 ubInvSlot;
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BOOLEAN fCursorActive;
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OBJECTTYPE ItemPointerInfo;
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};
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// Itempickup stuff
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BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
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void RenderItemPickupMenu( );
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void RemoveItemPickupMenu( );
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void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel );
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BOOLEAN HandleItemPickupMenu( );
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void SetPickUpMenuDirtyLevel( BOOLEAN fDirtyLevel );
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// FUNCTIONS FOR INTERFACEING WITH ITEM PANEL STUFF
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void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel );
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BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pCamoRegion, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, MOUSE_CALLBACK INVMoveCammoCallback, MOUSE_CALLBACK INVClickCammoCallback, BOOLEAN fSetHighestPrioity );
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void ShutdownInvSlotInterface( );
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void GetSlotInvXY( UINT8 ubPos, INT16 *psX, INT16 *psY );
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void GetSlotInvHeightWidth( UINT8 ubPos, INT16 *psWidth, INT16 *psHeight );
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void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel );
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void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel );
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void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY );
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void DisableInvRegions( BOOLEAN fDisable );
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void DegradeNewlyAddedItems( );
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void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier );
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BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn );
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// THIS FUNCTION IS CALLED TO RENDER AN ITEM.
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// uiBuffer - The Dest Video Surface - can only be FRAME_BUFFER or guiSAVEBUFFER
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// pSoldier - used for determining whether burst mode needs display
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// pObject - Usually taken from pSoldier->inv[HANDPOS]
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// sX, sY, Width, Height, - Will Center it in the Width
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// fDirtyLevel if == DIRTYLEVEL2 will render everything
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// if == DIRTYLEVEL1 will render bullets and status only
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//
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// pubHighlightCounter - if not null, and == 2 - will display name above item
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// - if == 1 will only dirty the name space and then set counter to 0
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// Last parameter used mainly for when mouse is over item
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void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor, UINT8 iter = 0 );
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// CHRISL: Add a new function that will be used to render a pocket silhouette
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void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight);
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// CHRISL: New function to handle display of inventory quantities based on item current in cursor
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void RenderPocketItemCapacity( UINT8 pCapacity, INT16 bPos, SOLDIERTYPE *pSoldier );
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// CHRISL: New function to display items stored in an LBENODE
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void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject );
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// CHRISL: New function to setup GSMInvData based on game options
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void InitInvData(INV_REGIONS &InvData, BOOLEAN fBigPocket, INT16 sBarDx, INT16 sBarDy, INT16 sWidth, INT16 sHeight, INT16 sX, INT16 sY);
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void InitInventoryOld();
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void InitInventoryNew();
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void InitInventoryVehicle(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
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void InitInventorySoldier(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
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extern BOOLEAN gfInItemDescBox;
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BOOLEAN InItemDescriptionBox( );
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BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
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BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier, UINT8 ubPosition = NUM_INV_SLOTS );
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BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
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void RenderItemDescriptionBox( );
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void HandleItemDescriptionBox( BOOLEAN *pfDirty );
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void DeleteItemDescriptionBox( );
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BOOLEAN InItemStackPopup( );
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BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
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void RenderItemStackPopup( BOOLEAN fFullRender );
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void HandleItemStackPopup( );
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void DeleteItemStackPopup( );
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void EndItemStackPopupWithItemInHand( );
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// keyring handlers
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BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
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void RenderKeyRingPopup( BOOLEAN fFullRender );
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void InitKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback );
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void InitMapKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback );
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void DeleteKeyRingPopup( );
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void ShutdownKeyRingInterface( void );
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BOOLEAN InKeyRingPopup( void );
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void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition );
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extern OBJECTTYPE *gpItemPointer;
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extern OBJECTTYPE gItemPointer;
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extern SOLDIERTYPE *gpItemPointerSoldier;
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extern UINT16 usItemSnapCursor;
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extern UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
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extern BOOLEAN gfItemPointerDifferentThanDefault;
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void BeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
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void InternalBeginItemPointer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, INT8 bHandPos );
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void EndItemPointer( );
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void DrawItemFreeCursor( );
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void DrawItemTileCursor( );
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void HideItemTileCursor( );
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void InitItemInterface( );
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BOOLEAN ItemCursorInLobRange( INT16 sMapPos );
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BOOLEAN HandleItemPointerClick( INT16 sMapPos );
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UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem );
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UINT16 GetTileGraphicForItem( INVTYPE *pItem );
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BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo );
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void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier, int subObject = -1 );
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void CancelItemPointer( );
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BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile );
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BOOLEAN SaveItemCursorToSavedGame( HWFILE hFile );
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void EnableKeyRing( BOOLEAN fEnable );
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// handle compatable items for merc and map inventory
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BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc );
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BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc );
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void ResetCompatibleItemArray( );
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void CycleItemDescriptionItem( INT16 sX, INT16 sY );
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BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount);
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#endif
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