mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- bugfix: CTD in German version when using auto fire (-> missing German language strings) - updated German and English language files git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@548 3b4a5df2-a311-0410-b5c6-a8a6f20db521
443 lines
16 KiB
C++
443 lines
16 KiB
C++
#include "Tactical All.h"
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struct MOUSETT
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{
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CHAR16 FastHelpText[ 1024 ];
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INT32 iX;
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INT32 iY;
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INT32 iW;
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};
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extern struct MOUSETT mouseTT;
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extern BOOL mouseTTrender,mouseTTdone;
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const int DL_Limited = 1;
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const int DL_Basic = 2;
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const int DL_Full = 3;
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const int DL_Debug = 4;
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void DisplayWeaponInfo( SOLDIERTYPE*, CHAR16*, UINT8, UINT8 );
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void DrawMouseTooltip(void);
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#define MAX(a, b) (a > b ? a : b)
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void SoldierTooltip( SOLDIERTYPE* pSoldier )
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{
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SGPRect aRect;
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extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
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GetSoldierScreenRect( pSoldier, &aRect );
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INT16 a1,a2;
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if ( gfKeyState[ALT] && pSoldier &&
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IsPointInScreenRectWithRelative( gusMouseXPos, gusMouseYPos, &aRect, &a1, &a2 ) )
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{
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MOUSETT *pRegion = &mouseTT;
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CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
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int iNVG = 0;
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INT16 sSoldierGridNo;
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BOOLEAN fDisplayBigSlotItem = FALSE;
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BOOLEAN fMercIsUsingScope = FALSE;
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UINT16 iCarriedRL = 0;
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INT32 iRangeToTarget = 0;
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UINT8 ubTooltipDetailLevel = gGameExternalOptions.ubSoldierTooltipDetailLevel;
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UINT32 uiMaxTooltipDistance = gGameExternalOptions.ubStraightSightRange;
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// get the gridno the cursor is at
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GetMouseMapPos( &sSoldierGridNo );
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// get the distance to enemy's tile from the selected merc
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if ( gusSelectedSoldier != NOBODY )
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iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, sSoldierGridNo ) / 10;
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if ( gGameExternalOptions.fEnableDynamicSoldierTooltips )
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{
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for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
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{
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if ( Item[MercPtrs[gusSelectedSoldier]->inv[HANDPOS].usAttachItem[cnt]].visionrangebonus > 0 )
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{
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fMercIsUsingScope = TRUE;
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break;
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}
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}
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if ( fMercIsUsingScope )
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{
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// set detail level to (at least) Full
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ubTooltipDetailLevel = MAX(DL_Full,ubTooltipDetailLevel);
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}
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else
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{
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// add 10% to max tooltip viewing distance per level of the merc
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uiMaxTooltipDistance *= 1 + (MercPtrs[ gusSelectedSoldier ]->bExpLevel / 10);
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if ( gGameExternalOptions.gfAllowLimitedVision )
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uiMaxTooltipDistance *= 1 - (gGameExternalOptions.ubVisDistDecreasePerRainIntensity / 100);
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if ( !(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD1POS].usItem].nightvisionrangebonus > 0) &&
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!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
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!DayTime() )
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{
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// if night reduce max tooltip viewing distance by a factor of 4 if merc is not wearing NVG
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uiMaxTooltipDistance >>= 2;
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}
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if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 2) )
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{
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// at under half the maximum view distance set tooltip detail to (at least) Basic
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ubTooltipDetailLevel = MAX(DL_Basic,ubTooltipDetailLevel);
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}
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else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
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{
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// at under the maximum view distance set tooltip detail to (at least) Limited
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ubTooltipDetailLevel = MAX(DL_Limited,ubTooltipDetailLevel);
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}
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else
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{
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// beyond visual range, do not display tooltip if player has not chosen full or debug details
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if ( ubTooltipDetailLevel < DL_Full )
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return;
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}
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} // fMercIsUsingScope is false
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} // gGameExternalOptions.fEnableDynamicSoldierTooltips
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swprintf( pStrInfo, L"" );
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if ( ubTooltipDetailLevel == DL_Debug )
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{
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// display "debug" info
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if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
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swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo );
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if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
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swprintf( pStrInfo, L"%s|Brightness: %d / %d\n", pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
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if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
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swprintf( pStrInfo, L"%s|Range to |Target: %d\n", pStrInfo, iRangeToTarget );
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if ( gGameExternalOptions.fEnableSoldierTooltipID )
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swprintf( pStrInfo, L"%s|I|D: %d\n", pStrInfo, pSoldier->ubID );
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if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
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swprintf( pStrInfo, L"%s|Orders: %d\n", pStrInfo, pSoldier->bOrders );
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if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
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swprintf( pStrInfo, L"%s|Attitude: %d\n", pStrInfo, pSoldier->bAttitude );
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if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
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swprintf( pStrInfo, L"%s|Current |A|Ps: %d\n", pStrInfo, pSoldier->bActionPoints );
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if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
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swprintf( pStrInfo, L"%s|Current |Health: %d\n", pStrInfo, pSoldier->bLife );
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}
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// armor info code block start
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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swprintf( pStrInfo, L"%s|Helmet: %s\n", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : L"No helmet" );
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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swprintf( pStrInfo, L"%s|Vest: %s\n", pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : L"No vest" );
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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swprintf( pStrInfo, L"%s|Leggings: %s\n", pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : L"No leggings" );
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}
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else
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{
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if ( !( !gGameExternalOptions.fEnableSoldierTooltipHelmet &&
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!gGameExternalOptions.fEnableSoldierTooltipVest &&
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!gGameExternalOptions.fEnableSoldierTooltipLeggings) )
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// do not display the armor line if all the armor toggles are set to false
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{
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if ( ArmourPercent( pSoldier ) )
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{
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swprintf( pStrInfo, L"|Armor: " );
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if ( ubTooltipDetailLevel == DL_Basic )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? L"helmet " : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? L"vest " : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? L"leggings" : L"" );
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wcscat( pStrInfo, L"\n" );
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}
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else // ubTooltipDetailLevel == DL_Limited
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{
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swprintf( pStrInfo, L"|Armor: %s\n", L"worn" );
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}
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}
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else
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{
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swprintf( pStrInfo, L"|Armor: %s\n", L"no armor" );
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}
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}
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}
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// armor info code block end
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// head slots info code block start
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if ( ubTooltipDetailLevel != DL_Debug )
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{
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if( Item[pSoldier->inv[HEAD1POS].usItem].nightvisionrangebonus > 0 )
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iNVG = HEAD1POS;
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else if( Item[pSoldier->inv[HEAD2POS].usItem].nightvisionrangebonus > 0 )
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iNVG = HEAD2POS;
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if ( !( !gGameExternalOptions.fEnableSoldierTooltipHeadItem1 &&
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!gGameExternalOptions.fEnableSoldierTooltipHeadItem2) )
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// do not display the NVG/mask lines if both head slot toggles are set to false
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{
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo,
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iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" );
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}
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else
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{
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swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, iNVG ? L"worn" : L"no NVG" );
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}
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swprintf( pStrInfo, L"%s|Gas |Mask: %s\n", pStrInfo,
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( FindGasMask(pSoldier) != NO_SLOT ) ? L"worn" : L"no mask" );
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}
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}
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else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
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swprintf( pStrInfo, L"%s|Head |Position |1: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
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if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
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swprintf( pStrInfo, L"%s|Head |Position |2: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
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}
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// head slots info code block end
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// weapon in primary hand info code block start
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if ( gGameExternalOptions.fEnableSoldierTooltipWeapon )
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{
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DisplayWeaponInfo( pSoldier, pStrInfo, HANDPOS, ubTooltipDetailLevel );
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} // gGameExternalOptions.fEnableSoldierTooltipWeapon
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// weapon in primary hand info code block end
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// weapon in off hand info code block start
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if ( gGameExternalOptions.fEnableSoldierTooltipSecondHand )
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{
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if ( pSoldier->inv[SECONDHANDPOS].usItem )
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{
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// if there's something in the slot display it
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wcscat( pStrInfo, L"\n" );
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DisplayWeaponInfo( pSoldier, pStrInfo, SECONDHANDPOS, ubTooltipDetailLevel );
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}
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}
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// weapon in off hand info code block end
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// large objects in big inventory slots info code block start
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for ( UINT8 BigSlot = BIGPOCK1POS; BigSlot <= BIGPOCK4POS; BigSlot++ )
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{
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if ( pSoldier->inv[ BigSlot ].usItem == 0 )
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continue; // slot is empty, move on to the next slot
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switch( BigSlot )
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{
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// if display of this big slot is toggled off then move on to the next slot
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case BIGPOCK1POS:
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if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot1 )
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continue;
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break;
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case BIGPOCK2POS:
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if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot2 )
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continue;
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break;
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case BIGPOCK3POS:
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if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
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continue;
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break;
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case BIGPOCK4POS:
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if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
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continue;
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break;
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}
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if ( Item[ pSoldier->inv[ BigSlot ].usItem ].rocketlauncher )
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iCarriedRL = pSoldier->inv[ BigSlot ].usItem; // remember that enemy is carrying a rocket launcher when check for rocket ammo is made later on
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if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
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( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
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{
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// it's a firearm
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if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
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( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
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{
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// it's a long gun or heavy weapon
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fDisplayBigSlotItem = TRUE;
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}
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}
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else
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{
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// check for rocket ammo
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if ( ( iCarriedRL != 0 ) && // soldier is carrying a RL ...
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ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
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{
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fDisplayBigSlotItem = TRUE;
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}
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}
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if ( fDisplayBigSlotItem )
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{
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wcscat( pStrInfo, L"\n(In Backpack) " );
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DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
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fDisplayBigSlotItem = FALSE;
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}
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}
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// large objects in big inventory slots info code block end
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pRegion->iX = gusMouseXPos;
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pRegion->iY = gusMouseYPos;
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// if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
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// swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
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// else
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wcscpy( pRegion->FastHelpText, pStrInfo );
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}
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if ( gfKeyState[ ALT ] )
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{
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DrawMouseTooltip();
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SetRenderFlags( RENDER_FLAG_FULL );
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}
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} // SoldierTooltip(SOLDIERTYPE* pSoldier)
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void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, UINT8 ubTooltipDetailLevel )
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{
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INT32 iNumAttachments = 0;
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BOOLEAN fDisplayAttachment = FALSE;
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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// display exact weapon model
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
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WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" );
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}
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else
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{
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if ( ubTooltipDetailLevel == DL_Limited )
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{
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// display general weapon class
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switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
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{
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case HANDGUNCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" );
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break;
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case SMGCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" );
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break;
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case RIFLECLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" );
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break;
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case MGCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" );
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break;
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case SHOTGUNCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" );
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break;
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case KNIFECLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" );
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break;
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default:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"heavy weapon" );
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break;
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}
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}
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else
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{
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// display general weapon type
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
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WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" );
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}
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}
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if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
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{
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// display weapon attachments
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for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
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{
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if ( pSoldier->inv[ubSlot].usAttachItem[ cnt ] != NOTHING )
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{
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if ( ubTooltipDetailLevel == DL_Basic )
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{
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// display only externally-visible weapon attachments
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if ( !Item[pSoldier->inv[ubSlot].usAttachItem[ cnt ]].hiddenattachment )
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{
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fDisplayAttachment = TRUE;
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}
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}
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else
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{
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// display all weapon attachments
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fDisplayAttachment = TRUE;
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}
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if ( fDisplayAttachment )
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{
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iNumAttachments++;
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if ( iNumAttachments == 1 )
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wcscat( pStrInfo, L"\n[" );
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else
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wcscat( pStrInfo, L", " );
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wcscat( pStrInfo, ItemNames[ pSoldier->inv[ubSlot].usAttachItem[ cnt ] ] );
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fDisplayAttachment = FALSE; // clear flag for next loop iteration
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}
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} // pSoldier->inv[HANDPOS].usAttachItem[ cnt ] != NOTHING
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} // for
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if ( iNumAttachments > 0 )
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wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
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} // gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic
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}
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MOUSETT mouseTT;
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BOOL mouseTTrender, mouseTTdone;
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void DrawMouseTooltip()
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{
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UINT8 *pDestBuf;
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UINT32 uiDestPitchBYTES;
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UINT16 usFillColor = Get16BPPColor(FROMRGB(250, 240, 188));
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UINT16 usRectColor1 = Get16BPPColor( FROMRGB( 65, 57, 15 ) );
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UINT16 usRectColor2 = Get16BPPColor( FROMRGB( 227, 198, 88 ) );
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static INT32 iX, iY, iW, iH;
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extern INT16 GetWidthOfString(STR16);
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extern INT16 GetNumberOfLinesInHeight(STR16);
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extern void DisplayHelpTokenizedString(STR16,INT16,INT16);
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extern BOOLEAN initTooltipBuffer();
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extern PTR LockTooltipBuffer(UINT32*);
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extern void UnlockTooltipBuffer();
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extern void DisplayTooltipString( STR16 pStringA, INT16 sX, INT16 sY );
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extern void j_log(PTR,...);
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iX = mouseTT.iX;iY = mouseTT.iY;
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iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
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iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
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if(1)//draw at cursor
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{
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iY -= (iH / 2);
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if (gusMouseXPos > (SCREEN_WIDTH / 2))
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iX = gusMouseXPos - iW - 24;
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else
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iX = gusMouseXPos + 24;
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//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
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// iY -= 32;
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if (iY <= 0) iY += 32;
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}
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else
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{ //draw in panel
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//502,485 658,596 160*110 580,540
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iX = 580 - (iW / 2);
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iY = 540 - (iH/2);
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if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
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}
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|
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|
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
|
|
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
|
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UnLockVideoSurface( FRAME_BUFFER );
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|
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
|
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
|
|
|
SetFont( FONT10ARIAL );
|
|
SetFontShadow( FONT_NEARBLACK );
|
|
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
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InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
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|
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//InvalidateScreen();
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} |