Some nice commenting and reordering of stuff and staticing of stuff
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
602315fa39
commit
358423aa38
2 changed files with 45 additions and 17 deletions
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@ -14,18 +14,20 @@
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#include "Sound.h"
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#include "Sound.h"
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#include "TextScr.h"
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#include "TextScr.h"
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int gArmsEnergyX = 16;
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int gArmsEnergyX = 0x10;
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int gSelectedArms;
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int gSelectedItem;
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ARMS gArmsData[ARMS_MAX];
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ARMS gArmsData[ARMS_MAX];
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ITEM gItemData[ITEM_MAX];
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ITEM gItemData[ITEM_MAX];
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int gSelectedArms;
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int gSelectedItem;
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static BOOL gCampActive;
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int gCampTitleY;
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static int gCampTitleY;
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BOOL gCampActive;
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void ClearArmsData()
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void ClearArmsData()
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{
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{
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gArmsEnergyX = 32;
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gArmsEnergyX = 0x20;
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memset(gArmsData, 0, sizeof(gArmsData));
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memset(gArmsData, 0, sizeof(gArmsData));
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}
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}
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@ -49,7 +51,7 @@ BOOL AddArmsData(long code, long max_num)
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}
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}
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if (i == ARMS_MAX)
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if (i == ARMS_MAX)
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return FALSE;
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return FALSE; // No space left
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if (gArmsData[i].code == 0)
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if (gArmsData[i].code == 0)
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{
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{
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@ -62,6 +64,7 @@ BOOL AddArmsData(long code, long max_num)
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gArmsData[i].max_num += max_num;
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gArmsData[i].max_num += max_num;
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gArmsData[i].num += max_num;
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gArmsData[i].num += max_num;
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// Cap the amount of current ammo to the maximum amount of ammo
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if (gArmsData[i].num > gArmsData[i].max_num)
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if (gArmsData[i].num > gArmsData[i].max_num)
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gArmsData[i].num = gArmsData[i].max_num;
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gArmsData[i].num = gArmsData[i].max_num;
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@ -70,6 +73,7 @@ BOOL AddArmsData(long code, long max_num)
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BOOL SubArmsData(long code)
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BOOL SubArmsData(long code)
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{
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{
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// Find weapon index
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int i;
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int i;
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for (i = 0; i < ARMS_MAX; ++i)
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for (i = 0; i < ARMS_MAX; ++i)
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if (gArmsData[i].code == code)
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if (gArmsData[i].code == code)
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@ -80,7 +84,7 @@ BOOL SubArmsData(long code)
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#else
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#else
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if (i == ITEM_MAX) // Oops
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if (i == ITEM_MAX) // Oops
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#endif
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#endif
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return FALSE;
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return FALSE; // Not found
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// Shift all arms from the right to the left
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// Shift all arms from the right to the left
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for (++i; i < ARMS_MAX; ++i)
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for (++i; i < ARMS_MAX; ++i)
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@ -122,7 +126,7 @@ BOOL AddItemData(long code)
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while (i < ITEM_MAX)
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while (i < ITEM_MAX)
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{
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{
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if (gItemData[i].code == code)
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if (gItemData[i].code == code)
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break;
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break; // Really, this could just return as the following code won't do anything meaningful in this case
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if (gItemData[i].code == 0)
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if (gItemData[i].code == 0)
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break;
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break;
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@ -158,7 +162,7 @@ BOOL SubItemData(long code)
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return TRUE;
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return TRUE;
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}
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}
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void MoveCampCursor()
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static void MoveCampCursor()
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{
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{
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int arms_num = 0;
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int arms_num = 0;
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int item_num = 0;
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int item_num = 0;
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@ -442,7 +446,7 @@ int CampLoop()
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// Resume original script
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// Resume original script
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LoadTextScript_Stage(old_script_path);
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LoadTextScript_Stage(old_script_path);
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gArmsEnergyX = 32;
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gArmsEnergyX = 0x20;
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return 1;
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return 1;
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}
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}
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@ -528,7 +532,7 @@ int RotationArms()
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if (gSelectedArms == arms_num)
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if (gSelectedArms == arms_num)
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gSelectedArms = 0;
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gSelectedArms = 0;
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gArmsEnergyX = 32;
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gArmsEnergyX = 0x20;
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PlaySoundObject(4, 1);
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PlaySoundObject(4, 1);
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return gArmsData[gSelectedArms].code;
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return gArmsData[gSelectedArms].code;
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@ -2,22 +2,35 @@
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#include "WindowsWrapper.h"
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#include "WindowsWrapper.h"
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// "Arms" is a synonym of "weapon" here
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// "Code" means "ID" here
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// "Num" often means "ammo" here
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/// Weapon struct
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struct ARMS
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struct ARMS
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{
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{
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/// ID of the weapon
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int code;
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int code;
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int level;
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int level;
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int exp;
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int exp;
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/// Maximum ammunition
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int max_num;
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int max_num;
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/// Current ammunition
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int num;
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int num;
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};
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};
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struct ITEM
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struct ITEM
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{
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{
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/// ID of the item
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int code;
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int code;
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};
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};
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// Limits for the amount of weapons and items
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#define ARMS_MAX 8
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#define ARMS_MAX 8
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#define ITEM_MAX 32
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#define ITEM_MAX 0x20
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extern int gArmsEnergyX;
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extern int gArmsEnergyX;
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@ -26,18 +39,29 @@ extern int gSelectedItem;
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extern ARMS gArmsData[ARMS_MAX];
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extern ARMS gArmsData[ARMS_MAX];
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extern ITEM gItemData[ITEM_MAX];
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extern ITEM gItemData[ITEM_MAX];
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extern int gSelectedArms;
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extern int gSelectedItem;
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extern int gCampTitleY;
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extern BOOL gCampActive;
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/// Clear the gArmsData array, reverting it to the default state (no weapons)
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void ClearArmsData();
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void ClearArmsData();
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/// Clear the gItemData array, reverting it to the default state (no items)
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void ClearItemData();
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void ClearItemData();
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/// Add code to the weapon array, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present
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BOOL AddArmsData(long code, long max_num);
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BOOL AddArmsData(long code, long max_num);
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/// Remove code from the weapon array. Fails if code is not found.
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BOOL SubArmsData(long code);
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BOOL SubArmsData(long code);
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/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found.
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BOOL TradeArms(long code1, long code2, long max_num);
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BOOL TradeArms(long code1, long code2, long max_num);
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/// Add code to the item array. Fails if no space is left
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BOOL AddItemData(long code);
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BOOL AddItemData(long code);
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/// Remove code from the item array. Fails if code was not found.
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BOOL SubItemData(long code);
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BOOL SubItemData(long code);
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// Inventory loop
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int CampLoop();
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int CampLoop();
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BOOL CheckItem(long a);
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BOOL CheckItem(long a);
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BOOL CheckArms(long a);
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BOOL CheckArms(long a);
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