src/game/Tactical/ShopKeeper_Interface.cc
static void SelectArmsDealersDropItemToGroundRegionCallBack(MOUSE_REGION* pRegion, INT32 iReason)
{
	if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
	{
		SOLDIERTYPE *pDropSoldier;

		// use the current merc, unless he's ineligible, then use the selected merc instead.
		if( !gfSMDisableForItems )
		{
			pDropSoldier = gpSMCurrentMerc;
		}
		else
		{
			pDropSoldier = GetSelectedMan();
		}

		//if we don't have an item, pick one up
		if( gMoveingItem.sItemIndex != 0 )
		{
			//add the item to the ground
			ShopkeeperAddItemToPool(pDropSoldier->sGridNo, &gMoveingItem.ItemObject, pDropSoldier->bLevel);

			//Reset the cursor
			SetSkiCursor( CURSOR_NORMAL );

			//refresh the screen
			gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
		}
	}
}
//Mouse Call back for the Arms delaers face
Mouse Call back for the Arms delaers face
Mouse Call back for the Arms delaers face
static void SelectArmsDealersDropItemToGroundRegionCallBack(MOUSE_REGION* pRegion, INT32 iReason)
{
	if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
	{
		SOLDIERTYPE *pDropSoldier;
		if( !gfSMDisableForItems )
		{
			pDropSoldier = gpSMCurrentMerc;
		}
		else
		{
			pDropSoldier = GetSelectedMan();
		}
		if( gMoveingItem.sItemIndex != 0 )
		{
			ShopkeeperAddItemToPool(pDropSoldier->sGridNo, &gMoveingItem.ItemObject, pDropSoldier->bLevel);
			SetSkiCursor( CURSOR_NORMAL );
			gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
		}
	}
}
static void SelectArmsDealersDropItemToGroundRegionCallBack ( MOUSE_REGION * pRegion , INT32 iReason ) { if ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { SOLDIERTYPE * pDropSoldier ; if ( ! gfSMDisableForItems ) { pDropSoldier = gpSMCurrentMerc ; } else { pDropSoldier = GetSelectedMan ( ) ; } if ( gMoveingItem . sItemIndex != 0 ) { ShopkeeperAddItemToPool ( pDropSoldier -> sGridNo , & gMoveingItem . ItemObject , pDropSoldier -> bLevel ) ; SetSkiCursor ( CURSOR_NORMAL ) ; gubSkiDirtyLevel = SKI_DIRTY_LEVEL2 ; } } }
Mouse Call back for the Arms delaers face
Mouse Call back for the Arms delaers face
// use the current merc, unless he's ineligible, then use the selected merc instead. //if we don't have an item, pick one up //add the item to the ground //Reset the cursor //refresh the screen