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inventory_sorting_logic_G1.d
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/*
* INV_WEAPON sorting
*
* New sorting logic --> ITEM_KAT_NF > damageTotal > value > Hlp_GetInstanceID (in case of items with same instance ID item without ITEM_MULTI flag > item with ITEM_MULTI flag)
* ITEM_KAT_FF > damageTotal > value > Hlp_GetInstanceID (in case of items with same instance ID item without ITEM_MULTI flag > item with ITEM_MULTI flag)
* ITEM_KAT_MUN > value > Hlp_GetInstanceID
*/
//itm1 > itm2 returns -1
//itm1 < itm2 returns 1
func void inventory2_inventory1_Compare_SortingLogic () {
var int itmPtr1; itmPtr1 = MEM_ReadInt (ESP + 4);
var int itmPtr2; itmPtr2 = MEM_ReadInt (ESP + 8);
var oCItem itm1; itm1 = _^ (itmPtr1);
var oCItem itm2; itm2 = _^ (itmPtr2);
//Melee > Ranged > Ammo
if (itm1.mainflag & ITEM_KAT_NF){
//Melee
if (itm2.mainflag & ITEM_KAT_NF){
if (itm1.damageTotal > itm2.damageTotal) {
EAX = -1; return;
};
if (itm1.damageTotal < itm2.damageTotal) {
EAX = 1; return;
};
if (itm1.damageTotal == itm2.damageTotal) {
if (itm1.value > itm2.value) {
EAX = -1; return;
};
if (itm1.value < itm2.value) {
EAX = 1; return;
};
if (itm1.value == itm2.value) {
if (Hlp_GetInstanceID (itm1) > Hlp_GetInstanceID (itm2)) {
EAX = -1; return;
};
//Same instance ID - put equipped item first (equipped will not have ITEM_MULTI flag)
if (Hlp_GetInstanceID (itm1) == Hlp_GetInstanceID (itm2)) {
if (itm1.flags & ITEM_MULTI) {
EAX = 1; return;
};
if (itm2.flags & ITEM_MULTI) {
EAX = -1; return;
};
};
EAX = 1; return;
};
};
};
//Ranged
if (itm2.mainflag & ITEM_KAT_FF){
EAX = -1; return;
};
//Ammo
if (itm2.mainflag & ITEM_KAT_MUN){
EAX = -1; return;
};
};
//Ranged < Melee
//Ranged > Ammo
if (itm1.mainflag & ITEM_KAT_FF){
//Ranged
if (itm2.mainflag & ITEM_KAT_FF){
if (itm1.damageTotal > itm2.damageTotal) {
EAX = -1; return;
};
if (itm1.damageTotal < itm2.damageTotal) {
EAX = 1; return;
};
if (itm1.damageTotal == itm2.damageTotal) {
if (itm1.value > itm2.value) {
EAX = -1; return;
};
if (itm1.value < itm2.value) {
EAX = 1; return;
};
if (itm1.value == itm2.value) {
if (Hlp_GetInstanceID (itm1) > Hlp_GetInstanceID (itm2)) {
EAX = -1; return;
};
//Same instance ID - put equipped item first (equipped will not have ITEM_MULTI flag)
if (Hlp_GetInstanceID (itm1) == Hlp_GetInstanceID (itm2)) {
if (itm1.flags & ITEM_MULTI) {
EAX = 1; return;
};
if (itm2.flags & ITEM_MULTI) {
EAX = -1; return;
};
};
EAX = 1; return;
};
};
};
//Melee
if (itm2.mainflag & ITEM_KAT_NF){
EAX = 1; return;
};
//Ammo
if (itm2.mainflag & ITEM_KAT_MUN){
EAX = -1; return;
};
};
//Ammo
EAX = 1;
};
/*
* INV_MISC sorting
* New sorting logic --> itMiNugget > ItKeLockpick > ItLsTorch* > ITEM_MISSION > $$$
*/
func void inventory2_inventory8_Compare_SortingLogic () {
var int itmPtr1; itmPtr1 = MEM_ReadInt (ESP + 4);
var int itmPtr2; itmPtr2 = MEM_ReadInt (ESP + 8);
var oCItem itm1; itm1 = _^ (itmPtr1);
var oCItem itm2; itm2 = _^ (itmPtr2);
if (Hlp_GetInstanceID (itm1) == itMiNugget) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == itMiNugget) {
EAX = 1; return;
} else
if (Hlp_GetInstanceID (itm1) == itKeLockPick) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == itKeLockPick) {
EAX = 1; return;
} else
if (Hlp_GetInstanceID (itm1) == ItLsTorch) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == ItLsTorch) {
EAX = 1; return;
} else
if (Hlp_GetInstanceID (itm1) == ItLsTorchBurning) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == ItLsTorchBurning) {
EAX = 1; return;
} else
if (Hlp_GetInstanceID (itm1) == ItLsTorchBurned) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == ItLsTorchBurned) {
EAX = 1; return;
} else
if (Hlp_GetInstanceID (itm1) == ItLsTorchFirespit) {
EAX = -1; return;
} else
if (Hlp_GetInstanceID (itm2) == ItLsTorchFirespit) {
EAX = 1; return;
} else
if (itm1.mainflag & ITEM_MISSION) {
EAX = -1; return;
} else
if (itm2.mainflag & ITEM_MISSION) {
EAX = 1; return;
} else
if (itm1.value > itm2.value) {
EAX = -1; return;
};
EAX = 1;
};
func void G1_EnhancedInventorySorting_Init (){
const int once = 0;
if (!once){
//Custom sorting function. Makes sure that weapons inventory is sorted consistently.
ReplaceEngineFunc (inventory2_inventory1_Compare, 0, "_hook_weaponSorting__weaponStacking");
ReplaceEngineFunc (inventory2_inventory8_Compare, 0, "inventory2_inventory8_Compare_SortingLogic");
once = 1;
};
};