Expose rechargeable flag in the scenario editor
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@@ -41,6 +41,7 @@
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<led name='cursed' rel-anchor='prev' relative='pos-in pos' state='off' top='5' left='0' width='100'>Cursed</led>
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<led name='conceal' rel-anchor='prev' relative='pos-in pos' state='off' top='5' left='0' width='100'>Conceal ability</led>
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<led name='no-sell' rel-anchor='prev' relative='pos-in pos' state='off' top='5' left='0' width='100'>Shops won't buy</led>
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<led name='recharge' rel-anchor='prev' relative='pos-in pos' state='off' top='5' left='0' width='100'>Rechargeable</led>
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<text name='type-title' anchor='use-title' relative='pos-in pos' top='56' left='2' width='155' height='42'>Item treasure class: (0 is lowest level of treasure, 4 is highest)</text>
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<group name='treasure'>
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@@ -1838,11 +1838,17 @@ static void put_item_abils_in_dlog(cDialog& me, cItem& item, short which) {
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me["use-type"].hide();
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}
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if(item.charges <= 0 || item.type_flag != 0) {
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// Only unstackable items with charges can be rechargeable.
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me["recharge"].hide();
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}
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dynamic_cast<cLed&>(me["always-id"]).setState(item.ident ? led_red : led_off);
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dynamic_cast<cLed&>(me["magic"]).setState(item.magic ? led_red : led_off);
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dynamic_cast<cLed&>(me["cursed"]).setState(item.cursed ? led_red : led_off);
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dynamic_cast<cLed&>(me["conceal"]).setState(item.concealed ? led_red : led_off);
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dynamic_cast<cLed&>(me["no-sell"]).setState(item.unsellable ? led_red : led_off);
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dynamic_cast<cLed&>(me["recharge"]).setState(item.rechargeable ? led_red : led_off);
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}
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static void save_item_abils(cDialog& me, cItem& item) {
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@@ -1857,6 +1863,7 @@ static void save_item_abils(cDialog& me, cItem& item) {
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item.cursed = dynamic_cast<cLed&>(me["cursed"]).getState() != led_off;
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item.unsellable = dynamic_cast<cLed&>(me["no-sell"]).getState() != led_off;
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item.concealed = dynamic_cast<cLed&>(me["conceal"]).getState() != led_off;
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item.rechargeable = dynamic_cast<cLed&>(me["recharge"]).getState() != led_off;
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}
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static bool edit_item_abil_event_filter(cDialog& me, std::string hit, cItem& item, short which) {
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