mirror of
https://github.com/1dot13/source.git
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* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
460 lines
14 KiB
C++
460 lines
14 KiB
C++
#include "IMP Character Trait.h"
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#include "Button System.h"
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#include "utilities.h"
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#include "Debug.h"
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#include "Text.h"
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#include "Font Control.h"
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#include "font.h"
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#include "laptop.h"
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#include "cursors.h"
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#include "IMP MainPage.h"
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#include "IMPVideoObjects.h"
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#include "_Ja25EnglishText.h"
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#include "wordwrap.h"
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#include "CharProfile.h"
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#include "GameSettings.h"
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//*******************************************************************
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//
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// Local Defines
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//
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//*******************************************************************
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#define IMP_CHARACTER_TRAIT__TITLE_FONT FONT14ARIAL
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#define IMP_CHARACTER_TRAIT__FONT FONT12ARIAL
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#define IMP_CHARACTER_TRAIT__COLOR FONT_MCOLOR_WHITE
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#define IMP_CHARACTER_1ST_COLUMN_START_X ( LAPTOP_SCREEN_UL_X + 15 )
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#define IMP_CHARACTER_1ST_COLUMN_START_Y ( LAPTOP_SCREEN_WEB_UL_Y + 40 )
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#define IMP_CHARACTER_2ND_COLUMN_START_X ( IMP_CHARACTER_1ST_COLUMN_START_X + 241 )
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#define IMP_CHARACTER_2ND_COLUMN_START_Y IMP_CHARACTER_1ST_COLUMN_START_Y
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#define IMP_CHARACTER_TRAIT__SPACE_BTN_BUTTONS 38
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//#define IMP_CHARACTER_TRAIT_NUMBER_TO_START_2ND_COLUMN 5
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#define IMP_CHARACTER_TRAIT__TEXT_OFFSET_X 65
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#define IMP_CHARACTER_TRAIT__TEXT_OFFSET_Y 12
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#define IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_X 5
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#define IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_Y 7
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//*******************************************************************
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//
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// Global Variables
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//
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//*******************************************************************
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BOOLEAN gfIST_Redraw2=FALSE;
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BOOLEAN gfCharacterTraitQuestions[ 15 ];
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// these are the buttons for the questions
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INT32 giIMPCharacterTraitAnswerButton[ 15 ];
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INT32 giIMPCharacterTraitAnswerButtonImage[ 15 ];
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// this is the Done buttons
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INT32 giIMPCharacterTraitFinsihButton;
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INT32 giIMPCharacterTraitFinsihButtonImage;
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//image handle
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UINT32 guiIST_GreyGoldBox2;
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MOUSE_REGION gMR_CharacterTraitHelpTextRegions[NUM_CHAR_TRAITS];
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//*******************************************************************
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//
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// Function Prototypes
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//
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//*******************************************************************
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void BtnIMPCharacterTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason);
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void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason);
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void AddImpCharacterTraitButtons();
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void HandleCharacterTraitButtonStates( );
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void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed );
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void IMPCharacterTraitDisplayCharacterTraits();
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//INT8 CountNumCharacterTraitsSelected( BOOLEAN fIncludeNoneSkill );
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//BOOLEAN ShouldTraitBeSkipped( UINT32 uiTrait );
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//void SaveSelectedPersonality();
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//void HandleLastSelectedCharacterTraits( INT8 bNewTrait );
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BOOLEAN CameBackToCharacterTraitPageButNotFinished();
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//ppp
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void AssignCharacterTraitHelpText( UINT8 ubNumber );
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//*******************************************************************
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//
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// Functions
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//
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//*******************************************************************
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void EnterIMPCharacterTrait( void )
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{
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VOBJECT_DESC VObjectDesc;
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//add the skill trait buttons
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AddImpCharacterTraitButtons();
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// load the stats graphic and add it
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VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
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FilenameForBPP("LAPTOP\\SkillTraitSmallGreyIdent.sti", VObjectDesc.ImageFile);
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if( !AddVideoObject(&VObjectDesc, &guiIST_GreyGoldBox2 ) )
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{
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Assert( 0 );
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return;
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}
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giIMPCharacterTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
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giIMPCharacterTraitFinsihButton = CreateIconAndTextButton( giIMPCharacterTraitFinsihButtonImage, pImpButtonText[ 13 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPCharacterTraitFinishCallback );
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SetButtonCursor( giIMPCharacterTraitFinsihButton, CURSOR_WWW);
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//if we are not DONE and are just reviewing
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if( iCurrentProfileMode != IMP__FINISH )
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{
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//Have the NONE trait initially selected
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gfCharacterTraitQuestions[ 0 ] = TRUE;
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}
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HandleCharacterTraitButtonStates( );
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if ( gGameOptions.fNewTraitSystem )
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{
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// add regions for help texts
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UINT16 usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + 62;
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UINT16 usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + 8;
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for ( UINT8 ubCnt = 0; ubCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++ubCnt )
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{
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MSYS_DefineRegion( &gMR_CharacterTraitHelpTextRegions[ubCnt], ( usPosX ), ( usPosY ),
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(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
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MSYS_NO_CURSOR, MSYS_NO_CALLBACK, NULL );
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MSYS_AddRegion( &gMR_CharacterTraitHelpTextRegions[ubCnt] );
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//Determine the next x location
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if( ubCnt < (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + 62;
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else
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usPosX = IMP_CHARACTER_2ND_COLUMN_START_X + 62;
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//Determine the next Y location
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if( ubCnt == (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosY = IMP_CHARACTER_2ND_COLUMN_START_Y + 8;
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else
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usPosY += IMP_CHARACTER_TRAIT__SPACE_BTN_BUTTONS;
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}
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}
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}
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void RenderIMPCharacterTrait( void )
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{
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//render the metal background graphic
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RenderProfileBackGround();
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//Display the title
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if ( gGameOptions.fNewTraitSystem )
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DrawTextToScreen( gzIMPCharacterTraitText[NUM_CHAR_TRAITS], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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else
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DrawTextToScreen( gzIMPAttitudesText[NUM_ATTITUDES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
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IMPCharacterTraitDisplayCharacterTraits();
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}
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void ExitIMPCharacterTrait( void )
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{
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DeleteVideoObjectFromIndex( guiIST_GreyGoldBox2 );
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//remove the skill buttons
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for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
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{
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//if there is a button allocated
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if( giIMPCharacterTraitAnswerButton[iCnt] != -1 )
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{
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RemoveButton(giIMPCharacterTraitAnswerButton[ iCnt ] );
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UnloadButtonImage(giIMPCharacterTraitAnswerButtonImage[ iCnt ] );
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}
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if ( gGameOptions.fNewTraitSystem )
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MSYS_RemoveRegion( &gMR_CharacterTraitHelpTextRegions[iCnt] );
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}
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RemoveButton( giIMPCharacterTraitFinsihButton );
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UnloadButtonImage( giIMPCharacterTraitFinsihButtonImage );
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}
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void HandleIMPCharacterTrait( void )
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{
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if( gfIST_Redraw2 )
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{
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RenderIMPCharacterTrait( );
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gfIST_Redraw2 = FALSE;
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}
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InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
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}
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void AddImpCharacterTraitButtons()
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{
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UINT16 usPosX, usPosY;
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X;
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usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y;
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for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
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{
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//reset
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giIMPCharacterTraitAnswerButton[iCnt] = -1;
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//if we are not DONE and are just reviewing
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if( iCurrentProfileMode != IMP__FINISH )
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{
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gfCharacterTraitQuestions[ iCnt ] = FALSE;
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}
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if( iCnt == 0 )
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giIMPCharacterTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_6.sti", -1,0,-1,1,-1 );
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else
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giIMPCharacterTraitAnswerButtonImage[ iCnt ] = UseLoadedButtonImage( giIMPCharacterTraitAnswerButtonImage[ 0 ], -1,0,-1,1,-1 );
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giIMPCharacterTraitAnswerButton[iCnt] = QuickCreateButton( giIMPCharacterTraitAnswerButtonImage[ iCnt ], usPosX, usPosY,
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BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 3,
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MSYS_NO_CALLBACK, (GUI_CALLBACK)BtnIMPCharacterTraitAnswerCallback);
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//Set the button data
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MSYS_SetBtnUserData( giIMPCharacterTraitAnswerButton[iCnt], 0, iCnt );
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SetButtonCursor( giIMPCharacterTraitAnswerButton[iCnt], CURSOR_WWW);
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//Get rid of playing the button sound, it will be handled here
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//ButtonList[ giIMPCharacterTraitAnswerButton[ iCnt ] ]->ubSoundSchemeID = 0;
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//Determine the next x location
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if( iCnt < (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X;
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else
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usPosX = IMP_CHARACTER_2ND_COLUMN_START_X;
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//Determine the next Y location
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if( iCnt == (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosY = IMP_CHARACTER_2ND_COLUMN_START_Y;
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else
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usPosY += IMP_CHARACTER_TRAIT__SPACE_BTN_BUTTONS;
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}
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}
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void BtnIMPCharacterTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// btn callback for IMP personality quiz answer button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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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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INT32 iCharacterTrait = MSYS_GetBtnUserData( btn, 0 );
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HandleIMPCharacterTraitAnswers( iCharacterTrait );
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}
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}
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void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
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{
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//if we are DONE and are just reviewing
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if( iCurrentProfileMode == IMP__FINISH )
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{
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return;
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}
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//reset all other buttons
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for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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gfCharacterTraitQuestions[ bCnt ] = FALSE;
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}
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//make sure its a valid character trait
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if ( uiSkillPressed >( UINT32 )(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES) )
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{
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Assert( 0 );
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return;
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}
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//if its allready set
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if( gfCharacterTraitQuestions[ uiSkillPressed ] )
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{
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//dont need to do anything
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return;
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}
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//Set the skill
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gfCharacterTraitQuestions[ uiSkillPressed ] = TRUE;
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//Play the button sound
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if( gfCharacterTraitQuestions[ uiSkillPressed ] )
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{
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PlayButtonSound( giIMPCharacterTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_ON );
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}
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else
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{
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PlayButtonSound( giIMPCharacterTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_OFF );
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}
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//update buttons
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HandleCharacterTraitButtonStates( );
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//redraw the screen
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gfIST_Redraw2 = TRUE;
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}
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void HandleCharacterTraitButtonStates( )
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{
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for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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//if the skill is selected ( ie depressed )
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if( gfCharacterTraitQuestions[ bCnt ] )
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{
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ButtonList[ giIMPCharacterTraitAnswerButton[ bCnt ] ]->uiFlags |= BUTTON_CLICKED_ON;
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}
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else
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{
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ButtonList[ giIMPCharacterTraitAnswerButton[ bCnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
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}
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}
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}
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void IMPCharacterTraitDisplayCharacterTraits()
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{
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UINT16 usPosX, usPosY;
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UINT16 usBoxPosX, usBoxPosY;
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HVOBJECT hImageHandle;
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// Stats
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GetVideoObject(&hImageHandle, guiIST_GreyGoldBox2 );
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + IMP_CHARACTER_TRAIT__TEXT_OFFSET_X;
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usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + IMP_CHARACTER_TRAIT__TEXT_OFFSET_Y;
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for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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usBoxPosX = usPosX - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_X;
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usBoxPosY = usPosY - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_Y;
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//if the trait is selected
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if( gfCharacterTraitQuestions[ bCnt ] )
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{
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//Display the gold background box
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BltVideoObject(FRAME_BUFFER, hImageHandle, 1, usBoxPosX, usBoxPosY, VO_BLT_SRCTRANSPARENCY,NULL);
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}
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else
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{
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//Display the grey background box
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BltVideoObject(FRAME_BUFFER, hImageHandle, 0,usBoxPosX, usBoxPosY, VO_BLT_SRCTRANSPARENCY,NULL);
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}
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//draw the text to the screenx
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if ( gGameOptions.fNewTraitSystem )
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DrawTextToScreen( gzIMPCharacterTraitText[ bCnt ], usPosX, usPosY, 0, IMP_CHARACTER_TRAIT__FONT, IMP_CHARACTER_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
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else
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DrawTextToScreen( gzIMPAttitudesText[ bCnt ], usPosX, usPosY, 0, IMP_CHARACTER_TRAIT__FONT, IMP_CHARACTER_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
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if ( gGameOptions.fNewTraitSystem )
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{
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AssignCharacterTraitHelpText( bCnt );
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}
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//Determine the next x location
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if( bCnt < (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + IMP_CHARACTER_TRAIT__TEXT_OFFSET_X;
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else
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usPosX = IMP_CHARACTER_2ND_COLUMN_START_X + IMP_CHARACTER_TRAIT__TEXT_OFFSET_X;
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//Determine the next Y location
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if( bCnt == (gGameOptions.fNewTraitSystem ? 6 : 5) )
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usPosY = IMP_CHARACTER_2ND_COLUMN_START_Y + IMP_CHARACTER_TRAIT__TEXT_OFFSET_Y;
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else
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usPosY += IMP_CHARACTER_TRAIT__SPACE_BTN_BUTTONS;
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}
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}
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void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// btn callback for IMP personality quiz answer button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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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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//if we are just reviewing the page
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//if( iCurrentProfileMode == IMP__FINISH )
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//{
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//go back tot he done screen
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iCurrentImpPage = IMP_DISABILITY_PAGE;
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fButtonPendingFlag = TRUE;
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//}
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/*else
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{
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iCurrentImpPage = IMP_DISABILITY_PAGE;
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if( CameBackToCharacterTraitPageButNotFinished() )
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{
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}
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else
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{
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//We are finished on this page
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iCurrentProfileMode = IMP__PERSONALITY;
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}
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}*/
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}
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}
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BOOLEAN CameBackToCharacterTraitPageButNotFinished()
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{
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//if we are in a page that comes after this one
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if( iCurrentProfileMode == IMP__ATTRIBUTES || iCurrentProfileMode == IMP__PERSONALITY )
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{
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return( TRUE );
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}
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else
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{
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return( FALSE );
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}
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}
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INT8 iChosenCharacterTrait()
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{
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//loop through all the buttons and reset them
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for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
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{
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//if the trait is selected
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if( gfCharacterTraitQuestions[ bCnt ] )
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{
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return bCnt;
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}
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}
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return 0;
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}
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void AssignCharacterTraitHelpText( UINT8 ubNumber )
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{
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CHAR16 apStr[ 2000 ];
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swprintf( apStr, gzIMPNewCharacterTraitsHelpTexts[ubNumber] );
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// Set region help text
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SetRegionFastHelpText( &(gMR_CharacterTraitHelpTextRegions[ubNumber]), apStr );
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SetRegionHelpEndCallback( &gMR_CharacterTraitHelpTextRegions[ubNumber], MSYS_NO_CALLBACK );
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}
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