570 lines
11 KiB
C++
570 lines
11 KiB
C++
#include "ArmsItem.h"
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#include <string.h>
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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#include "Draw.h"
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#include "Escape.h"
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#include "Game.h"
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#include "KeyControl.h"
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#include "Main.h"
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#include "Shoot.h"
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#include "Sound.h"
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#include "TextScr.h"
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int gArmsEnergyX = 16;
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ARMS gArmsData[ARMS_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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int gCampTitleY;
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BOOL gCampActive;
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void ClearArmsData()
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{
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gArmsEnergyX = 32;
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memset(gArmsData, 0, sizeof(gArmsData));
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}
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void ClearItemData()
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{
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memset(gItemData, 0, sizeof(gItemData));
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}
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BOOL AddArmsData(long code, long max_num)
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{
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int i = 0;
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while (i < ARMS_MAX)
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{
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if (gArmsData[i].code == code)
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break;
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if (gArmsData[i].code == 0)
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break;
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++i;
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}
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if (i == ARMS_MAX)
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return FALSE;
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if (gArmsData[i].code == 0)
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{
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memset(&gArmsData[i], 0, sizeof(ARMS));
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gArmsData[i].level = 1;
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}
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// Set weapon and ammo
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gArmsData[i].code = code;
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gArmsData[i].max_num += max_num;
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gArmsData[i].num += 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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return TRUE;
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}
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BOOL SubArmsData(long code)
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{
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int 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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break;
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#ifdef FIX_BUGS
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if (i == ARMS_MAX)
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#else
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if (i == ITEM_MAX) // Oops
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#endif
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return FALSE;
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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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gArmsData[i - 1] = gArmsData[i];
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// Clear farthest weapon and select first
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gArmsData[i - 1].code = 0;
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gSelectedArms = 0;
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return TRUE;
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}
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BOOL TradeArms(long code1, long code2, long max_num)
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{
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int i = 0;
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while (i < ARMS_MAX)
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{
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if (gArmsData[i].code == code1)
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break;
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++i;
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}
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if (i == ARMS_MAX)
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return FALSE;
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gArmsData[i].level = 1;
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gArmsData[i].code = code2;
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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].exp = 0;
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return TRUE;
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}
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BOOL AddItemData(long code)
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{
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int i = 0;
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while (i < ITEM_MAX)
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{
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if (gItemData[i].code == code)
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break;
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if (gItemData[i].code == 0)
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break;
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++i;
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}
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if (i == ITEM_MAX)
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return FALSE;
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gItemData[i].code = code;
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return TRUE;
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}
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BOOL SubItemData(long code)
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{
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int 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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break;
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if (i == ITEM_MAX)
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return FALSE;
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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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gItemData[i - 1] = gItemData[i];
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gItemData[i - 1].code = 0;
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gSelectedItem = 0;
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return TRUE;
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}
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void MoveCampCursor()
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{
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int arms_num = 0;
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int item_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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while (gItemData[item_num].code != 0)
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++item_num;
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if (arms_num == 0 && item_num == 0)
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return;
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BOOL bChange = FALSE;
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if (gCampActive == FALSE)
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{
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if (gKeyTrg & gKeyLeft)
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{
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--gSelectedArms;
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bChange = TRUE;
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}
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if (gKeyTrg & gKeyRight)
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{
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++gSelectedArms;
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bChange = TRUE;
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}
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if (gKeyTrg & (gKeyUp | gKeyDown))
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{
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if (item_num)
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gCampActive = TRUE;
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bChange = TRUE;
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}
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if (gSelectedArms < 0)
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gSelectedArms = arms_num - 1;
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if (gSelectedArms > arms_num - 1)
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gSelectedArms = 0;
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}
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else
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{
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if (gKeyTrg & gKeyLeft)
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{
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if (gSelectedItem % 6 == 0)
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gSelectedItem += 5;
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else
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--gSelectedItem;
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bChange = TRUE;
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}
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if (gKeyTrg & gKeyRight)
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{
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if (gSelectedItem == item_num - 1)
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gSelectedItem = 6 * (gSelectedItem / 6);
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else if (gSelectedItem % 6 == 5)
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gSelectedItem -= 5;
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else
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++gSelectedItem;
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bChange = TRUE;
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}
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if (gKeyTrg & gKeyUp)
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{
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if (gSelectedItem / 6 == 0)
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gCampActive = FALSE;
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else
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gSelectedItem -= 6;
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bChange = TRUE;
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}
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if (gKeyTrg & gKeyDown)
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{
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if (gSelectedItem / 6 == (item_num - 1) / 6)
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gCampActive = FALSE;
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else
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gSelectedItem += 6;
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bChange = TRUE;
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}
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if (gSelectedItem >= item_num)
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gSelectedItem = item_num - 1;
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if (gCampActive && gKeyTrg & gKeyOk)
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StartTextScript(gItemData[gSelectedItem].code + 6000);
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}
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if (bChange)
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{
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if (gCampActive == FALSE)
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{
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PlaySoundObject(4, 1);
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if (arms_num)
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StartTextScript(gArmsData[gSelectedArms].code + 1000);
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else
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StartTextScript(1000);
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}
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else
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{
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PlaySoundObject(1, 1);
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if (item_num)
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StartTextScript(gItemData[gSelectedItem].code + 5000);
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else
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StartTextScript(5000);
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}
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}
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}
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void PutCampObject()
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{
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int i;
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RECT rcArms;
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RECT rcItem;
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// Get rects
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RECT rcPer = {72, 48, 80, 56};
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RECT rcNone = {80, 48, 96, 56};
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RECT rcLv = {80, 80, 96, 88};
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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RECT rcCur1[2] = {{0, 88, 40, 128}, {40, 88, 80, 128}};
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RECT rcCur2[2] = {{80, 88, 112, 104}, {80, 104, 112, 120}};
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RECT rcTitle1 = {80, 48, 144, 56};
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RECT rcTitle2 = {80, 56, 144, 64};
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RECT rcBoxTop = {0, 0, 244, 8};
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RECT rcBoxBody = {0, 8, 244, 16};
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RECT rcBoxBottom = {0, 16, 244, 24};
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// Draw box
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, SURFACE_ID_TEXT_BOX);
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for (i = 1; i < 18; ++i)
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 1)), &rcBoxBody, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (i + 1)), &rcBoxBottom, SURFACE_ID_TEXT_BOX);
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// Move titles
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if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2)
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--gCampTitleY;
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// Draw titles
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PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, (WINDOW_WIDTH - 224) / 2, gCampTitleY + 52, &rcTitle2, SURFACE_ID_TEXT_BOX);
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// Draw arms cursor
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static unsigned int flash;
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++flash;
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if (gCampActive == FALSE)
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PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
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else
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PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX);
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// Draw arms
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for (i = 0; i < ARMS_MAX; ++i)
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{
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if (gArmsData[i].code == 0)
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break;
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rcArms.left = 16 * (gArmsData[i].code % 16);
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rcArms.right = rcArms.left + 16;
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rcArms.top = 16 * (gArmsData[i].code / 16);
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rcArms.bottom = rcArms.top + 16;
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 192) / 2, &rcArms, SURFACE_ID_ARMS_IMAGE);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX);
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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, gArmsData[i].level, FALSE);
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// Draw ammo
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if (gArmsData[i].max_num)
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{
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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 144) / 2, gArmsData[i].num, FALSE);
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PutNumber4(40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, gArmsData[i].max_num, FALSE);
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}
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else
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{
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 144) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
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PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX);
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}
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}
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// Draw items cursor
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if (gCampActive == TRUE)
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PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
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else
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PutBitmap3(&rcView, 32 * (gSelectedItem % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (gSelectedItem / 6) + (WINDOW_HEIGHT - 88) / 2, &rcCur2[1], SURFACE_ID_TEXT_BOX);
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for (i = 0; i < ITEM_MAX; ++i)
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{
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if (gItemData[i].code == 0)
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break;
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rcItem.left = 32 * (gItemData[i].code % 8);
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rcItem.right = rcItem.left + 32;
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rcItem.top = 16 * (gItemData[i].code / 8);
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rcItem.bottom = rcItem.top + 16;
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PutBitmap3(&rcView, 32 * (i % 6) + (WINDOW_WIDTH - 224) / 2, 16 * (i / 6) + (WINDOW_HEIGHT - 88) / 2, &rcItem, SURFACE_ID_ITEM_IMAGE);
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}
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}
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int CampLoop()
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{
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int arms_num;
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char old_script_path[MAX_PATH];
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RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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// Load the inventory script
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GetTextScriptPath(old_script_path);
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LoadTextScript2("ArmsItem.tsc");
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gCampTitleY = (WINDOW_HEIGHT - 192) / 2;
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gCampActive = FALSE;
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gSelectedItem = 0;
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// Run script
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arms_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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if (arms_num)
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StartTextScript(gArmsData[gSelectedArms].code + 1000);
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else
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StartTextScript(gItemData[gSelectedItem].code + 5000);
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for (;;)
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{
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GetTrg();
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if (gKeyTrg & KEY_ESCAPE)
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{
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switch (Call_Escape(ghWnd))
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{
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case 0:
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return 0;
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case 2:
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return 2;
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}
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}
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if (g_GameFlags & 2)
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MoveCampCursor();
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switch (TextScriptProc())
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{
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case 0:
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return 0;
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case 2:
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return 2;
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}
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PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB);
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PutCampObject();
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PutTextScript();
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PutFramePerSecound();
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if (gCampActive)
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{
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if (g_GameFlags & 2 && gKeyTrg & (gKeyCancel | gKeyItem))
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{
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StopTextScript();
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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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if (gKeyTrg & (gKeyOk | gKeyCancel | gKeyItem))
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{
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StopTextScript();
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break;
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}
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}
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if (!Flip_SystemTask(ghWnd))
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return 0;
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}
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// Resume original script
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LoadTextScript_Stage(old_script_path);
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gArmsEnergyX = 32;
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return 1;
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}
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BOOL CheckItem(long a)
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{
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for (int i = 0; i < ITEM_MAX; ++i)
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{
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if (gItemData[i].code == a)
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return TRUE;
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}
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return FALSE;
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}
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BOOL CheckArms(long a)
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{
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for (int i = 0; i < ARMS_MAX; ++i)
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{
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if (gArmsData[i].code == a)
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return TRUE;
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}
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return FALSE;
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}
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BOOL UseArmsEnergy(long num)
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{
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if (gArmsData[gSelectedArms].max_num == 0)
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return TRUE;
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if (gArmsData[gSelectedArms].num == 0)
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return FALSE;
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gArmsData[gSelectedArms].num -= num;
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if (gArmsData[gSelectedArms].num < 0)
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gArmsData[gSelectedArms].num = 0;
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return TRUE;
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}
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BOOL ChargeArmsEnergy(long num)
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{
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gArmsData[gSelectedArms].num += 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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return TRUE;
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}
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void FullArmsEnergy()
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{
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for (int a = 0; a < ARMS_MAX; a++)
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{
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if (gArmsData[a].code == 0)
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continue;
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gArmsData[a].num = gArmsData[a].max_num;
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}
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}
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int RotationArms()
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{
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int arms_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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if (arms_num == 0)
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return 0;
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ResetSpurCharge();
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++gSelectedArms;
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while (gSelectedArms < arms_num)
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{
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if (gArmsData[gSelectedArms].code)
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break;
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++gSelectedArms;
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}
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if (gSelectedArms == arms_num)
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gSelectedArms = 0;
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gArmsEnergyX = 32;
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PlaySoundObject(4, 1);
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return gArmsData[gSelectedArms].code;
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}
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int RotationArmsRev()
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{
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int arms_num = 0;
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while (gArmsData[arms_num].code != 0)
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++arms_num;
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if (arms_num == 0)
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return 0;
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ResetSpurCharge();
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if (--gSelectedArms < 0)
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gSelectedArms = arms_num - 1;
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while (gSelectedArms < arms_num)
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{
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if (gArmsData[gSelectedArms].code)
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break;
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--gSelectedArms;
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}
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gArmsEnergyX = 0;
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PlaySoundObject(4, 1);
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return gArmsData[gSelectedArms].code;
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}
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void ChangeToFirstArms()
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{
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gSelectedArms = 0;
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gArmsEnergyX = 32;
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PlaySoundObject(4, 1);
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}
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