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XEEN: Use correct quest items list depending on game
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@@ -44,6 +44,7 @@ void Quests::execute() {
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int count = 0;
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bool headerShown = false;
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int topRow = 0;
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const char **questItems = (g_vm->getGameID() == GType_Swords) ? Res.QUEST_ITEM_NAMES_SWORDS : Res.QUEST_ITEM_NAMES;
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addButtons();
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loadQuestNotes();
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@@ -91,11 +92,11 @@ void Quests::execute() {
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case 83:
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case 84:
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lines[count++] = Common::String::format("%d %s%c",
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party._questItems[idx], Res.QUEST_ITEM_NAMES[idx],
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party._questItems[idx], questItems[idx],
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party._questItems[idx] == 1 ? ' ' : 's');
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break;
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default:
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lines[count++] = Res.QUEST_ITEM_NAMES[idx];
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lines[count++] = questItems[idx];
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break;
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}
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}
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@@ -69,18 +69,19 @@ const char *XeenItem::getItemName(ItemCategory category, uint id) {
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if (id < 82)
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return Res.ITEM_NAMES[category][id];
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const char **questItems = (g_vm->getGameID() == GType_Swords) ? Res.QUEST_ITEM_NAMES_SWORDS : Res.QUEST_ITEM_NAMES;
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switch (category) {
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case CATEGORY_WEAPON:
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return Res.QUEST_ITEM_NAMES[id - 82];
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return questItems[id - 82];
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case CATEGORY_ARMOR:
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return Res.QUEST_ITEM_NAMES[id - 82 + 35];
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return questItems[id - 82 + 35];
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case CATEGORY_ACCESSORY:
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return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14];
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return questItems[id - 82 + 35 + 14];
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default:
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return Res.QUEST_ITEM_NAMES[id - 82 + 35 + 14 + 11];
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return questItems[id - 82 + 35 + 14 + 11];
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}
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}
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