Clean-up ArmsItem
Undoes edits unrelated to the PR, and adds an include
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771b944d17
commit
3d7ee30314
1 changed files with 10 additions and 7 deletions
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@ -1,6 +1,7 @@
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#include "ArmsItem.h"
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#include "ArmsItem.h"
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#include <string.h>
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#include <string.h>
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#include <string>
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#include "WindowsWrapper.h"
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#include "WindowsWrapper.h"
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@ -414,10 +415,12 @@ void PutCampObject(void)
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int CampLoop(void)
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int CampLoop(void)
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{
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{
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std::string old_script_path;
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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// Save the current script path (to restore it when we get out of the inventory)
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// Save the current script path (to restore it when we get out of the inventory)
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auto old_script_path = GetTextScriptPath();
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old_script_path = GetTextScriptPath();
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// Load the inventory script
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// Load the inventory script
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LoadTextScript2("ArmsItem.tsc");
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LoadTextScript2("ArmsItem.tsc");
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@ -448,10 +451,10 @@ int CampLoop(void)
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switch (Call_Escape())
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switch (Call_Escape())
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{
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{
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case enum_ESCRETURN_exit:
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case enum_ESCRETURN_exit:
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return enum_ESCRETURN_exit;
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return enum_ESCRETURN_exit; // Quit game
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case enum_ESCRETURN_restart:
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case enum_ESCRETURN_restart:
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return enum_ESCRETURN_restart;
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return enum_ESCRETURN_restart; // Go to game intro
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}
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}
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}
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}
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@ -461,10 +464,10 @@ int CampLoop(void)
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switch (TextScriptProc())
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switch (TextScriptProc())
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{
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{
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case enum_ESCRETURN_exit:
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case enum_ESCRETURN_exit:
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return enum_ESCRETURN_exit;
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return enum_ESCRETURN_exit; // Quit game
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case enum_ESCRETURN_restart:
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case enum_ESCRETURN_restart:
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return enum_ESCRETURN_restart;
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return enum_ESCRETURN_restart; // Go to game intro
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}
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}
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// Get currently displayed image
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// Get currently displayed image
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@ -492,13 +495,13 @@ int CampLoop(void)
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}
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}
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if (!Flip_SystemTask())
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if (!Flip_SystemTask())
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return enum_ESCRETURN_exit;
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return enum_ESCRETURN_exit; // Quit game
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}
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}
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// Resume original script
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// Resume original script
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LoadTextScript_Stage(old_script_path.c_str());
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LoadTextScript_Stage(old_script_path.c_str());
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gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
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gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
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return enum_ESCRETURN_continue;
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return enum_ESCRETURN_continue; // Go to game
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}
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}
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BOOL CheckItem(long a)
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BOOL CheckItem(long a)
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