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Merge branch 'master' into ExtraMercs
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "items.h"
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#include "handle Items.h"
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#include "overhead.h"
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@@ -27,7 +24,6 @@
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#include "message.h"
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#include "map screen interface map inventory.h" // added by Flugente
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#include "connect.h"
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#endif
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#ifdef JA2EDITOR//dnl ch84 290114
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#include "Item Statistics.h"
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#endif
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@@ -879,19 +875,6 @@ void LoadWorldItemsFromMap( INT8 **hBuffer, float dMajorMapVersion, int ubMinorM
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{ //all armed bombs are buried
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dummyItem.bVisible = BURIED;
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}
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#if 0//dnl ch74 201013 this is already done in OBJECTTYPE::Load()
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//Madd: ok, so this drives me nuts -- why bother with default attachments if the map isn't going to load them for you?
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//this should fix that...
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for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++)
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{
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if(Item [ dummyItem.object.usItem ].defaultattachments[cnt] == 0)
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break;
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OBJECTTYPE defaultAttachment;
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CreateItem(Item [ dummyItem.object.usItem ].defaultattachments[cnt],100,&defaultAttachment);
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dummyItem.object.AttachObject(NULL,&defaultAttachment, FALSE);
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}
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#endif
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// sevenfm: don't allow max repair threshold less than current object status
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dummyItem.object[0]->data.sRepairThreshold = __max(dummyItem.object[0]->data.sRepairThreshold, dummyItem.object[0]->data.objectStatus);
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AddItemToPoolAndGetIndex( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID, &iItemIndex );
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