Used tabs instead of spaces before trailing comments
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
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417fce45b3
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1 changed files with 35 additions and 35 deletions
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@ -47,16 +47,16 @@ BOOL AddArmsData(long code, long max_num)
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while (i < ARMS_MAX)
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while (i < ARMS_MAX)
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{
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{
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if (gArmsData[i].code == code)
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if (gArmsData[i].code == code)
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break; // Found identical
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break; // Found identical
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if (gArmsData[i].code == 0)
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if (gArmsData[i].code == 0)
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break; // Found free slot
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break; // Found free slot
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++i;
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++i;
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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; // No space left
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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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@ -83,14 +83,14 @@ BOOL SubArmsData(long code)
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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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break; // Found
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break; // Found
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#ifdef FIX_BUGS
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#ifdef FIX_BUGS
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if (i == ARMS_MAX)
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if (i == ARMS_MAX)
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#else
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#else
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if (i == ITEM_MAX) // Wrong
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if (i == ITEM_MAX) // Wrong
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#endif
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#endif
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return FALSE; // Not found
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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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@ -110,13 +110,13 @@ BOOL TradeArms(long code1, long code2, long max_num)
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while (i < ARMS_MAX)
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while (i < ARMS_MAX)
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{
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{
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if (gArmsData[i].code == code1)
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if (gArmsData[i].code == code1)
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break; // Found identical
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break; // Found identical
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++i;
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++i;
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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; // Not found
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return FALSE; // Not found
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// Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
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// Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
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gArmsData[i].level = 1;
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gArmsData[i].level = 1;
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@ -135,16 +135,16 @@ 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; // Found identical
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break; // Found identical
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if (gItemData[i].code == 0)
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if (gItemData[i].code == 0)
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break; // Found free slot
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break; // Found free slot
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++i;
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++i;
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}
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}
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if (i == ITEM_MAX)
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if (i == ITEM_MAX)
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return FALSE; // Not found
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return FALSE; // Not found
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gItemData[i].code = code;
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gItemData[i].code = code;
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@ -157,10 +157,10 @@ BOOL SubItemData(long code)
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int i;
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int i;
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for (i = 0; i < ITEM_MAX; ++i)
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for (i = 0; i < ITEM_MAX; ++i)
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if (gItemData[i].code == code)
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if (gItemData[i].code == code)
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break; // Found
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break; // Found
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if (i == ITEM_MAX)
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if (i == ITEM_MAX)
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return FALSE; // Not found
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return FALSE; // Not found
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// Shift all items from the right to the left
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// Shift all items from the right to the left
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for (++i; i < ITEM_MAX; ++i)
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for (++i; i < ITEM_MAX; ++i)
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@ -236,9 +236,9 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyRight)
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if (gKeyTrg & gKeyRight)
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{
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{
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if (gSelectedItem == item_num - 1)
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if (gSelectedItem == item_num - 1)
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gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
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gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
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else if (gSelectedItem % 6 == 5)
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else if (gSelectedItem % 6 == 5)
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gSelectedItem -= 5; // Loop around row
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gSelectedItem -= 5; // Loop around row
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else
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else
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++gSelectedItem;
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++gSelectedItem;
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@ -248,7 +248,7 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyUp)
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if (gKeyTrg & gKeyUp)
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{
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{
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if (gSelectedItem / 6 == 0)
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if (gSelectedItem / 6 == 0)
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gCampActive = FALSE; // We're on the first row, transition to weapons
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gCampActive = FALSE; // We're on the first row, transition to weapons
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else
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else
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gSelectedItem -= 6;
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gSelectedItem -= 6;
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@ -258,7 +258,7 @@ void MoveCampCursor()
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if (gKeyTrg & gKeyDown)
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if (gKeyTrg & gKeyDown)
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{
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{
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if (gSelectedItem / 6 == (item_num - 1) / 6)
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if (gSelectedItem / 6 == (item_num - 1) / 6)
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gCampActive = FALSE; // We're on the last row, transition to weapons
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gCampActive = FALSE; // We're on the last row, transition to weapons
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else
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else
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gSelectedItem += 6;
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gSelectedItem += 6;
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@ -266,7 +266,7 @@ void MoveCampCursor()
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}
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}
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if (gSelectedItem >= item_num)
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if (gSelectedItem >= item_num)
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gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
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gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
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if (gCampActive && gKeyTrg & gKeyOk)
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if (gCampActive && gKeyTrg & gKeyOk)
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StartTextScript(gItemData[gSelectedItem].code + 6000);
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StartTextScript(gItemData[gSelectedItem].code + 6000);
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@ -359,7 +359,7 @@ void PutCampObject()
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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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{
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{
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if (gArmsData[i].code == 0)
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if (gArmsData[i].code == 0)
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break; // Invalid weapon
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break; // Invalid weapon
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// Get icon rect for next weapon
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// Get icon rect for next weapon
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rcArms.left = (gArmsData[i].code % 16) * 16;
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rcArms.left = (gArmsData[i].code % 16) * 16;
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@ -396,7 +396,7 @@ void PutCampObject()
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for (i = 0; i < ITEM_MAX; ++i)
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for (i = 0; i < ITEM_MAX; ++i)
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{
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{
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if (gItemData[i].code == 0)
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if (gItemData[i].code == 0)
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break; // Invalid item
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break; // Invalid item
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// Get rect for next item
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// Get rect for next item
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rcItem.left = 32 * (gItemData[i].code % 8);
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rcItem.left = 32 * (gItemData[i].code % 8);
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@ -447,9 +447,9 @@ int CampLoop()
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switch (Call_Escape(ghWnd))
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switch (Call_Escape(ghWnd))
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{
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{
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case 0:
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case 0:
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return 0; // Quit game
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return 0; // Quit game
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case 2:
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case 2:
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return 2; // Go to game intro
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return 2; // Go to game intro
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}
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}
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}
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}
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@ -459,9 +459,9 @@ int CampLoop()
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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 0:
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case 0:
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return 0; // Quit game
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return 0; // Quit game
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case 2:
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case 2:
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return 2; // Go to game intro
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return 2; // 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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@ -489,46 +489,46 @@ int CampLoop()
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}
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}
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if (!Flip_SystemTask(ghWnd))
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if (!Flip_SystemTask(ghWnd))
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return 0; // Quit game
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return 0; // 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);
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LoadTextScript_Stage(old_script_path);
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gArmsEnergyX = 0x20; // ?
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gArmsEnergyX = 0x20; // ?
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return 1; // Go to game
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return 1; // 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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{
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{
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for (int i = 0; i < ITEM_MAX; ++i)
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for (int i = 0; i < ITEM_MAX; ++i)
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if (gItemData[i].code == a)
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if (gItemData[i].code == a)
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return TRUE; // Found
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return TRUE; // Found
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return FALSE; // Not found
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return FALSE; // Not found
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}
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}
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BOOL CheckArms(long a)
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BOOL CheckArms(long a)
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{
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{
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for (int i = 0; i < ARMS_MAX; ++i)
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for (int i = 0; i < ARMS_MAX; ++i)
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if (gArmsData[i].code == a)
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if (gArmsData[i].code == a)
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return TRUE; // Found
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return TRUE; // Found
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return FALSE; // Not found
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return FALSE; // Not found
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}
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}
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BOOL UseArmsEnergy(long num)
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BOOL UseArmsEnergy(long num)
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{
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{
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if (gArmsData[gSelectedArms].max_num == 0)
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if (gArmsData[gSelectedArms].max_num == 0)
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return TRUE; // No ammo needed
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return TRUE; // No ammo needed
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if (gArmsData[gSelectedArms].num == 0)
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if (gArmsData[gSelectedArms].num == 0)
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return FALSE; // No ammo left
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return FALSE; // No ammo left
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gArmsData[gSelectedArms].num -= num;
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gArmsData[gSelectedArms].num -= num;
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if (gArmsData[gSelectedArms].num < 0)
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if (gArmsData[gSelectedArms].num < 0)
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gArmsData[gSelectedArms].num = 0;
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gArmsData[gSelectedArms].num = 0;
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return TRUE; // Was able to spend ammo
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return TRUE; // Was able to spend ammo
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}
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}
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BOOL ChargeArmsEnergy(long num)
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BOOL ChargeArmsEnergy(long num)
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@ -539,7 +539,7 @@ BOOL ChargeArmsEnergy(long num)
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if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
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if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
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gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
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gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
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return TRUE; // Always successfull
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return TRUE; // Always successfull
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}
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}
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void FullArmsEnergy()
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void FullArmsEnergy()
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@ -547,7 +547,7 @@ void FullArmsEnergy()
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for (int a = 0; a < ARMS_MAX; a++)
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for (int a = 0; a < ARMS_MAX; a++)
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{
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{
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if (gArmsData[a].code == 0)
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if (gArmsData[a].code == 0)
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continue; // Don't change empty weapons
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continue; // Don't change empty weapons
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gArmsData[a].num = gArmsData[a].max_num;
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gArmsData[a].num = gArmsData[a].max_num;
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}
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}
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