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[Tutorial] Fix split weapons ammo Sourc DNC

Newbie Spellweaver
Joined
Jan 31, 2014
Messages
35
Reaction score
3
in WZ\src\EclipseStudio\Sources\UI\UIItemInventory.cpp


find


Code:
void UIItemInventory::addTabTypes()
{
    Scaleform::GFx::Value var[8];
    var[2].SetNumber(0); 
    var[3].SetNumber(0);
    var[4].SetNumber(0);
    var[5].SetNumber(0);
    var[6].SetNumber(0);
    var[7].SetBoolean(true); // visible in store


    // store & inventory tabs


    var[0].SetNumber(0);
    var[1].SetString("weapon");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(1);
    var[1].SetString("ammo");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


to replace


Code:
void UIItemInventory::addTabTypes()
{
    Scaleform::GFx::Value var[8];
    var[2].SetNumber(0); 
    var[3].SetNumber(0);
    var[4].SetNumber(0);
    var[5].SetNumber(0);
    var[6].SetNumber(0);
    var[7].SetBoolean(true); // visible in store


    // store & inventory tabs


    var[0].SetNumber(0);
    var[1].SetString("weapon");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(1);
    var[1].SetString("ammo");
    var[2].SetBoolean(true); 
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);












find


Code:
// special category for ammo
    var[0].SetNumber(419);
    var[1].SetString("ammo");
    //var[2].SetNumber(1);
    var[2].SetNumber(0);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


to replace


Code:
// special category for ammo
    var[0].SetNumber(419);
    var[1].SetString("ammo");
    var[2].SetNumber(1);
    //var[2].SetNumber(0);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


credits DNC thanks you:wink:
 
Last edited by a moderator:
Newbie Spellweaver
Joined
Sep 10, 2013
Messages
74
Reaction score
1
Re: Fix split weapons ammo Sourc DNC

in WZ\src\EclipseStudio\Sources\UI\UIItemInventory.cpp


find


Code:
void UIItemInventory::addTabTypes()
{
    Scaleform::GFx::Value var[8];
    var[2].SetNumber(0); 
    var[3].SetNumber(0);
    var[4].SetNumber(0);
    var[5].SetNumber(0);
    var[6].SetNumber(0);
    var[7].SetBoolean(true); // visible in store


    // store & inventory tabs


    var[0].SetNumber(0);
    var[1].SetString("weapon");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(1);
    var[1].SetString("ammo");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


to replace


Code:
void UIItemInventory::addTabTypes()
{
    Scaleform::GFx::Value var[8];
    var[2].SetNumber(0); 
    var[3].SetNumber(0);
    var[4].SetNumber(0);
    var[5].SetNumber(0);
    var[6].SetNumber(0);
    var[7].SetBoolean(true); // visible in store


    // store & inventory tabs


    var[0].SetNumber(0);
    var[1].SetString("weapon");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(1);
    var[1].SetString("ammo");
    var[2].SetBoolean(true); 
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);












find


Code:
// special category for ammo
    var[0].SetNumber(419);
    var[1].SetString("ammo");
    //var[2].SetNumber(1);
    var[2].SetNumber(0);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


to replace


Code:
// special category for ammo
    var[0].SetNumber(419);
    var[1].SetString("ammo");
    var[2].SetNumber(1);
    //var[2].SetNumber(0);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


credits @DNC thanks you:wink:

Thanks Jhaimes Ribeiro
Thanks DNC
 
Newbie Spellweaver
Joined
Apr 24, 2014
Messages
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Re: Fix split weapons ammo Sourc DNC

whats this exactly?
 
Newbie Spellweaver
Joined
Jan 15, 2014
Messages
69
Reaction score
20
Re: Fix split weapons ammo Sourc DNC

Hello, thank you for sharing.


This is useful, I succeeded in making the mall bullets displayed separately.


But the firearms had disappeared, I would like to know how it is displayed.


Firearms, ammunition, ......
 
Newbie Spellweaver
Joined
Jan 31, 2014
Messages
35
Reaction score
3
Re: Fix split weapons ammo Sourc DNC

search for
var[0].SetNumber(0);
var[1].SetString("weapon");
var[2].SetBoolean(false); <<-- add (true)
var[3].SetBoolean(true);
gfxMovie_->Invoke("_root.api.addTabType", var, 4);




// special category for ammo
var[0].SetNumber(419);
var[1].SetString("ammo");
var[2].SetNumber(1);
//var[2].SetNumber(0); <<-- Remove //
var[3].SetNumber(-1);
gfxMovie_->Invoke("_root.api.addCategory", var, 4);
 
Newbie Spellweaver
Joined
Jan 15, 2014
Messages
69
Reaction score
20
Re: Fix split weapons ammo Sourc DNC

search for
var[0].SetNumber(0);
var[1].SetString("weapon");
var[2].SetBoolean(false); <<-- add (true)
var[3].SetBoolean(true);
gfxMovie_->Invoke("_root.api.addTabType", var, 4);




// special category for ammo
var[0].SetNumber(419);
var[1].SetString("ammo");
var[2].SetNumber(1);
//var[2].SetNumber(0); <<-- Remove //
var[3].SetNumber(-1);
gfxMovie_->Invoke("_root.api.addCategory", var, 4);
Now worse.


Firearms (firearms, ammunition, mixed together.), Ammunition (empty), accessory items missing.
 
Custom Title Activated
Loyal Member
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Re: Fix split weapons ammo Sourc DNC

fix ??
 
Newbie Spellweaver
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Dec 3, 2014
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0
What do I do give further build solution in releace or end?
 
Initiate Mage
Joined
Dec 14, 2014
Messages
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Replace whole UIItemInventory.cpp with this, tested and work 100%, hope this help:


Code:
#include "r3dPCH.h"
#include "r3d.h"


#include "UIItemInventory.h"


#include "APIScaleformGfx.h"


#include "ObjectsCode/weapons/WeaponArmory.h"


UIItemInventory::UIItemInventory() :
gfxMovie_(NULL)
{
}


void UIItemInventory::initialize(r3dScaleformMovie* gfxMovie)
{
    r3d_assert(gfxMovie);


    gfxMovie_ = gfxMovie;


    addTabTypes();
    addItems();
    addCategories();
}


void UIItemInventory::addTabTypes()
{
    //r3dOutToLog("AomBESystem : Adding Weapons Tab\n");
    //r3dOutToLog("AomBESystem : Added\n");
    Scaleform::GFx::Value var[8];
    var[2].SetNumber(0); 
    var[3].SetNumber(0);
    var[4].SetNumber(0);
    var[5].SetNumber(0);
    var[6].SetNumber(0);
    var[7].SetBoolean(true); // visible in store


    // AomBE - Market Place


    // store & inventory tabs


    // AomBE - Adding Weapons Tab


    var[0].SetNumber(0);
    var[1].SetString("weapon");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(1);
    var[1].SetString("ammo");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(2);
    var[1].SetString("explosives");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(3);
    var[1].SetString("gear");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(4);
    var[1].SetString("food");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(5);
    var[1].SetString("survival");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(6);
    var[1].SetString("equipment");
    var[2].SetBoolean(true);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);


    var[0].SetNumber(7);
    var[1].SetString("account");
    var[2].SetBoolean(false);
    var[3].SetBoolean(true);
    gfxMovie_->Invoke("_root.api.addTabType", var, 4);
}


void UIItemInventory::addItems()
{
    Scaleform::GFx::Value var[20];
    std::vector<const WeaponConfig*> allWpns;
    std::vector<const GearConfig*> allGear;
    std::vector<const ModelItemConfig*> allItem;
    std::vector<const HeroConfig*> allHeroes;
    std::vector<const FoodConfig*> allFood;
    std::vector<const BackpackConfig*> allBackpack;
    std::vector<const WeaponAttachmentConfig*> allAmmo;
    std::vector<const WeaponAttachmentConfig*> allAttachments;


    g_pWeaponArmory->startItemSearch();
    while(g_pWeaponArmory->searchNextItem())
    {
        uint32_t itemID = g_pWeaponArmory->getCurrentSearchItemID();
        const WeaponConfig* config = g_pWeaponArmory->getWeaponConfig(itemID);
        if(config)
        {
            allWpns.push_back(config);
        }
        const GearConfig* gearConfig = g_pWeaponArmory->getGearConfig(itemID);
        if(gearConfig)
        {
            allGear.push_back(gearConfig);
        }
        const ModelItemConfig* itemConfig = g_pWeaponArmory->getItemConfig(itemID);
        if(itemConfig)
        {
            allItem.push_back(itemConfig);
        }
        const HeroConfig* heroConfig = g_pWeaponArmory->getHeroConfig(itemID);
        if(heroConfig)
        {
            allHeroes.push_back(heroConfig);
        }            
        const FoodConfig* foodConfig = g_pWeaponArmory->getFoodConfig(itemID);
        if(foodConfig)
        {
            allFood.push_back(foodConfig);
        }            
        const BackpackConfig* backpackConfig = g_pWeaponArmory->getBackpackConfig(itemID);
        if(backpackConfig)
        {
            allBackpack.push_back(backpackConfig);
        }            
        const WeaponAttachmentConfig* wpnAttmConfig = g_pWeaponArmory->getAttachmentConfig(itemID);
        if(wpnAttmConfig)
        {
            if(wpnAttmConfig->m_type == WPN_ATTM_CLIP)
                allAmmo.push_back(wpnAttmConfig);
            else
                allAttachments.push_back(wpnAttmConfig);
        }            
    }


    const int backpackSize = allBackpack.size ();
    for(int i = 0; i < backpackSize; ++i)
    {
        const BackpackConfig* backpack = allBackpack[i];


        var[0].SetUInt(backpack->m_itemID);
        var[1].SetNumber(backpack->category);
        var[2].SetStringW(backpack->m_StoreNameW);
        var[3].SetStringW(backpack->m_DescriptionW);
        var[4].SetString(backpack->m_StoreIcon);
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(backpack->m_Weight);                        // weight
        var[7].SetInt(backpack->m_maxSlots);
        var[8].SetNumber(backpack->m_maxWeight);
        gfxMovie_->Invoke("_root.api.addItem", var, 9);
    }




    const int gearSize = allGear.size ();
    for(int i = 0; i < gearSize; ++i)
    {
        const GearConfig* gear = allGear[i];


        var[0].SetUInt(gear->m_itemID);
        var[1].SetNumber(gear->category);
        var[2].SetStringW(gear->m_StoreNameW);
        var[3].SetStringW(gear->m_DescriptionW);
        var[4].SetString(gear->m_StoreIcon);
        var[5].SetBoolean(false); // is stackable
        var[6].SetNumber(gear->m_Weight);
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
{
        Scaleform::GFx::Value var[9];
    var[0].SetUInt(301365);
        var[1].SetNumber(28);
        var[2].SetString("Metal Pipe");
        var[3].SetString("Craft Component Item");
        var[4].SetString("$Data/Weapons/StoreIcons/Craft_MetalPipe_01.dds");
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(0);                        // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
{
        Scaleform::GFx::Value var[9];
    var[0].SetUInt(301321);
        var[1].SetNumber(50);
        var[2].SetString("Gas");
        var[3].SetString("");
        var[4].SetString("$Data/Weapons/StoreIcons/Craft_Gas_01.dds");
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(0);                        // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
        {
        Scaleform::GFx::Value var[9];
    var[0].SetUInt(301370);
        var[1].SetNumber(28);
        var[2].SetString("Rope");
        var[3].SetString("Craft Component Item");
        var[4].SetString("$Data/Weapons/StoreIcons/Craft_Rope_01.dds");
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(0);                        // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
                {
        Scaleform::GFx::Value var[9];
    var[0].SetUInt(301319);
        var[1].SetNumber(28);
        var[2].SetString("Duck Tape");
        var[3].SetString("Craft Component Item");
        var[4].SetString("$Data/Weapons/StoreIcons/Craft_DuckTape_01.dds");
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(0);                        // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
                {
        Scaleform::GFx::Value var[9];
    var[0].SetUInt(301335);
        var[1].SetNumber(28);
        var[2].SetString("Scissors");
        var[3].SetString("Craft Component Item");
        var[4].SetString("$Data/Weapons/StoreIcons/Craft_Scissors_01.dds");
        var[5].SetBoolean(false);                    // is Stackable
        var[6].SetNumber(0);                        // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
    const int itemSize = allItem.size ();
    for(int i = 0; i < itemSize; ++i)
    {
        const ModelItemConfig* gear = allItem[i];


        var[0].SetUInt(gear->m_itemID);
        var[1].SetNumber(gear->category);
        var[2].SetStringW(gear->m_StoreNameW);
        var[3].SetStringW(gear->m_DescriptionW);
        var[4].SetString(gear->m_StoreIcon);
        var[5].SetBoolean(false); // is stackable
        var[6].SetNumber(gear->m_Weight);
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }


    const int foodSize = allFood.size ();
    for(int i = 0; i < foodSize; ++i)
    {
        const FoodConfig* food = allFood[i];


        var[0].SetUInt(food->m_itemID);
        var[1].SetNumber(food->category);
        var[2].SetStringW(food->m_StoreNameW);
        var[3].SetStringW(food->m_DescriptionW);
        var[4].SetString(food->m_StoreIcon);
        var[5].SetBoolean(false); // is stackable
        var[6].SetNumber(food->m_Weight);
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }


    const int heroSize = allHeroes.size ();
    for(int i = 0; i < heroSize; ++i)
    {
        const HeroConfig* hero = allHeroes[i];
        if(hero->m_Weight < 0) // not available to players
            continue;


        var[0].SetUInt(hero->m_itemID);
        var[1].SetNumber(hero->category);
        var[2].SetStringW(hero->m_StoreNameW);
        var[3].SetStringW(hero->m_DescriptionW);
        var[4].SetString(hero->m_StoreIcon);
        char tmpStr[256];
        r3dscpy(tmpStr, hero->m_StoreIcon);
        r3dscpy(&tmpStr[strlen(tmpStr)-4], "2.dds");
        var[5].SetString(tmpStr);


        char tmpStr2[256];
        r3dscpy(tmpStr2, hero->m_StoreIcon);
        r3dscpy(&tmpStr2[strlen(tmpStr2)-4], "3.dds");
        var[6].SetString(tmpStr2);


        var[7].SetInt (hero->getNumHeads ());
        var[8].SetInt (hero->getNumBodys ());
        var[9].SetInt (hero->getNumLegs ());
        gfxMovie_->Invoke("_root.api.addHero", var, 10);


        var[0].SetUInt(hero->m_itemID);
        var[1].SetNumber(hero->category);
        var[2].SetStringW(hero->m_StoreNameW);
        var[3].SetStringW(hero->m_DescriptionW);
        var[4].SetString(hero->m_StoreIcon);
        gfxMovie_->Invoke("_root.api.addItem", var, 5);
    }


    const int weaponSize = allWpns.size ();
    for(int i = 0; i < weaponSize; ++i)
    {
        const WeaponConfig* weapon = allWpns[i];


        var[0].SetUInt(weapon->m_itemID);
        var[1].SetNumber(weapon->category);
        var[2].SetStringW(weapon->m_StoreNameW);
        var[3].SetStringW(weapon->m_DescriptionW);
        var[4].SetString(weapon->m_StoreIcon);
        var[5].SetBoolean(weapon->category == storecat_GRENADE); // multi Purchase Item
        var[6].SetNumber(weapon->m_Weight); // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
        {
                var[0].SetUInt(weapon->m_itemID);
        var[1].SetNumber(weapon->category);
        var[2].SetStringW(weapon->m_StoreNameW);
        var[3].SetStringW(weapon->m_DescriptionW);
        var[4].SetString(weapon->m_StoreIcon);
        var[5].SetBoolean(weapon->category == storecat_GRENADE); // multi Purchase Item
        var[6].SetNumber(weapon->m_Weight); // weight
        var[7].SetInt(0);
        var[8].SetNumber(0);
        }
        gfxMovie_->Invoke("_root.api.addItem", var, 9);
    }
    const int ammoSize = allAmmo.size();
    for(int i = 0; i < ammoSize; ++i)
    {
        const WeaponAttachmentConfig* attm = allAmmo[i];


        var[0].SetUInt(attm->m_itemID);
        var[1].SetNumber(419);
        var[2].SetStringW(attm->m_StoreNameW);
        var[3].SetStringW(attm->m_DescriptionW);
        var[4].SetString(attm->m_StoreIcon);
        var[5].SetBoolean(false);                    // multi Purchase Item
        var[6].SetNumber(attm->m_Weight); // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }


    const int attmSize = allAttachments.size();
    for(int i = 0; i < attmSize; ++i)
    {
        const WeaponAttachmentConfig* attm = allAttachments[i];


        var[0].SetUInt(attm->m_itemID);
        var[1].SetNumber(attm->category);
        var[2].SetStringW(attm->m_StoreNameW);
        var[3].SetStringW(attm->m_DescriptionW);
        var[4].SetString(attm->m_StoreIcon);
        var[5].SetBoolean(false);                    // multi Purchase Item
        var[6].SetNumber(attm->m_Weight); // weight
        gfxMovie_->Invoke("_root.api.addItem", var, 7);
    }
}


void UIItemInventory::addCategories()
{
    Scaleform::GFx::Value var[4];


    var[0].SetNumber(storecat_HeroPackage);
    var[1].SetString("storecat_HeroPackage");
    var[2].SetNumber(-1);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_Backpack);
    var[1].SetString("storecat_Backpack");
    var[2].SetNumber(3);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);
    
    var[0].SetNumber(storecat_Armor);
    var[1].SetString("storecat_Armor");
    var[2].SetNumber(3);
    var[3].SetNumber(3);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_Helmet);
    var[1].SetString("storecat_Helmet");
    var[2].SetNumber(3);
    var[3].SetNumber(3);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_ASR);
    var[1].SetString("storecat_ASR");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_SNP);
    var[1].SetString("storecat_SNP");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_SHTG);
    var[1].SetString("storecat_SHTG");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_MG);
    var[1].SetString("storecat_MG");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_HG);
    var[1].SetString("storecat_HG");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_SMG);
    var[1].SetString("storecat_SMG");
    var[2].SetNumber(0);
    var[3].SetNumber(0);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_UsableItem);
    var[1].SetString("storecat_UsableItem");
    var[2].SetNumber(5);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_GRENADE);
    var[1].SetString("storecat_GRENADE");
    var[2].SetNumber(1);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_MELEE);
    var[1].SetString("storecat_MELEE");
    var[2].SetNumber(2);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_Food);
    var[1].SetString("storecat_Food");
    var[2].SetNumber(4);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_Water);
    var[1].SetString("storecat_Water");
    var[2].SetNumber(4);
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    // special category for ammo
    var[0].SetNumber(419);
    var[1].SetString("ammo");
    var[2].SetNumber(1); 
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);


    var[0].SetNumber(storecat_FPSAttachment);
    var[1].SetString("storecat_FPSAttachment");
    var[2].SetNumber(6); 
    var[3].SetNumber(-1);
    gfxMovie_->Invoke("_root.api.addCategory", var, 4);
}
 
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