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@ -1519,6 +1519,7 @@ void __fastcall CreatePlrItems(int p)
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{ |
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int i; |
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ItemStruct *pi = plr[p].InvBody; |
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for ( i = 0; i < NUM_INVLOC; i++ ) |
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{ |
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pi[i]._itype = ITYPE_NONE; |
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@ -1529,8 +1530,7 @@ void __fastcall CreatePlrItems(int p)
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memset(&plr[p].InvGrid, 0, sizeof(plr[p].InvGrid)); |
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pi = plr[p].InvList; |
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// TODO: define/const for that 40, something like NUM_MAX_INV_ITEMS
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for ( i = 0; i < 40; i++ ) |
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for ( i = 0; i < NUM_INVELEMS; i++ ) |
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{ |
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pi[i]._itype = ITYPE_NONE; |
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} |
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@ -1544,16 +1544,14 @@ void __fastcall CreatePlrItems(int p)
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pi[i]._itype = ITYPE_NONE; |
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} |
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// TODO: The compiler seems to load the argument for the last call
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// of `GetPlrHandSeed` twice instead of once
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switch ( plr[p]._pClass ) |
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{ |
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case PC_WARRIOR: |
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SetPlrHandItem(&plr[p].InvBody[4], IDI_WARRIOR); |
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GetPlrHandSeed(&plr[p].InvBody[4]); |
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SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_WARRIOR); |
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GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]); |
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SetPlrHandItem(&plr[p].InvBody[5], IDI_WARRSHLD); |
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GetPlrHandSeed(&plr[p].InvBody[5]); |
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SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_RIGHT], IDI_WARRSHLD); |
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GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_RIGHT]); |
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// TODO: Add debug logic from 1.00 here
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@ -1568,8 +1566,8 @@ void __fastcall CreatePlrItems(int p)
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GetPlrHandSeed(&plr[p].SpdList[1]); |
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break; |
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case PC_ROGUE: |
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SetPlrHandItem(&plr[p].InvBody[4], IDI_ROGUE); |
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GetPlrHandSeed(&plr[p].InvBody[4]); |
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SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_ROGUE); |
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GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]); |
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SetPlrHandItem(&plr[p].SpdList[0], IDI_HEAL); |
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GetPlrHandSeed(&plr[p].SpdList[0]); |
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@ -1578,8 +1576,8 @@ void __fastcall CreatePlrItems(int p)
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GetPlrHandSeed(&plr[p].SpdList[1]); |
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break; |
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case PC_SORCERER: |
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SetPlrHandItem(&plr[p].InvBody[4], IDI_SORCEROR); |
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GetPlrHandSeed(&plr[p].InvBody[4]); |
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SetPlrHandItem(&plr[p].InvBody[INVLOC_HAND_LEFT], IDI_SORCEROR); |
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GetPlrHandSeed(&plr[p].InvBody[INVLOC_HAND_LEFT]); |
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SetPlrHandItem(&plr[p].SpdList[0], IDI_MANA); |
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GetPlrHandSeed(&plr[p].SpdList[0]); |
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