src/game/Laptop/Personnel.cc
static void EnableDisableInventoryScrollButtons(void)
{
	if (gubPersonnelInfoState != PRSNL_INV)
	{
		return;
	}

	if (uiCurrentInventoryIndex == 0)
	{
		giPersonnelInventoryButtons[0]->uiFlags &= ~BUTTON_CLICKED_ON;
		DisableButton(giPersonnelInventoryButtons[0]);
	}
	else
	{
		EnableButton(giPersonnelInventoryButtons[0]);
	}


	if ((INT32)uiCurrentInventoryIndex >= (INT32)(GetNumberOfInventoryItemsOnCurrentMerc() - NUMBER_OF_INVENTORY_PERSONNEL))
	{
		giPersonnelInventoryButtons[1]->uiFlags &= ~BUTTON_CLICKED_ON;
		DisableButton(giPersonnelInventoryButtons[1]);
	}
	else
	{
		EnableButton(giPersonnelInventoryButtons[1]);
	}
}
// decide which buttons can and can't be accessed based on what the current item is
decide which buttons can and can't be accessed based on what the current item is
decide which buttons can and can ' t be accessed based on what the current item is
static void EnableDisableInventoryScrollButtons(void)
{
	if (gubPersonnelInfoState != PRSNL_INV)
	{
		return;
	}
	if (uiCurrentInventoryIndex == 0)
	{
		giPersonnelInventoryButtons[0]->uiFlags &= ~BUTTON_CLICKED_ON;
		DisableButton(giPersonnelInventoryButtons[0]);
	}
	else
	{
		EnableButton(giPersonnelInventoryButtons[0]);
	}
	if ((INT32)uiCurrentInventoryIndex >= (INT32)(GetNumberOfInventoryItemsOnCurrentMerc() - NUMBER_OF_INVENTORY_PERSONNEL))
	{
		giPersonnelInventoryButtons[1]->uiFlags &= ~BUTTON_CLICKED_ON;
		DisableButton(giPersonnelInventoryButtons[1]);
	}
	else
	{
		EnableButton(giPersonnelInventoryButtons[1]);
	}
}
static void EnableDisableInventoryScrollButtons ( void ) { if ( gubPersonnelInfoState != PRSNL_INV ) { return ; } if ( uiCurrentInventoryIndex == 0 ) { giPersonnelInventoryButtons [ 0 ] -> uiFlags &= ~ BUTTON_CLICKED_ON ; DisableButton ( giPersonnelInventoryButtons [ 0 ] ) ; } else { EnableButton ( giPersonnelInventoryButtons [ 0 ] ) ; } if ( ( INT32 ) uiCurrentInventoryIndex >= ( INT32 ) ( GetNumberOfInventoryItemsOnCurrentMerc ( ) - NUMBER_OF_INVENTORY_PERSONNEL ) ) { giPersonnelInventoryButtons [ 1 ] -> uiFlags &= ~ BUTTON_CLICKED_ON ; DisableButton ( giPersonnelInventoryButtons [ 1 ] ) ; } else { EnableButton ( giPersonnelInventoryButtons [ 1 ] ) ; } }
decide which buttons can and can't be accessed based on what the current item is
decide which buttons can and can ' t be accessed based on what the current item is