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Implemented Operation Stealth specific parts of processInventory and added another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth.
svn-id: r33795
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c935a09ef5
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@ -1416,19 +1416,38 @@ void drawDoubleMessageBox(int16 x, int16 y, int16 width, int16 currentY, int16 c
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}
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void processInventory(int16 x, int16 y) {
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int16 listSize = buildObjectListCommand(-2);
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uint16 button;
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int menuWidth;
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int listSize;
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int commandParam;
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if (g_cine->getGameType() == Cine::GType_FW) {
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menuWidth = 140;
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commandParam = -2;
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} else { // Operation Stealth
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menuWidth = 160;
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commandParam = -3;
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}
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listSize = buildObjectListCommand(commandParam);
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if (!listSize)
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return;
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renderer->drawMenu(objectListCommand, listSize, x, y, 140, -1);
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renderer->drawMenu(objectListCommand, listSize, x, y, menuWidth, -1);
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renderer->blit();
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do {
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manageEvents();
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getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
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} while (!button);
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do {
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manageEvents();
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getMouseData(mouseUpdateStatus, &button, &dummyU16, &dummyU16);
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} while (button);
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// TODO: Both Future Wars and Operation Stealth call showMouse, drawMouse or something similar here.
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}
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int16 buildObjectListCommand(int16 param) {
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