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Merged from revision: 7548
Bugfix: Place inventory on same bLevel as merc when dropping items through map screen inventory (by Ocular) - see: http://www.ja-galaxy-forum.com/ubbthreads.php/ubb/showflat/Number/336500/gonew/1/[PATCH]_Place_inventory_on_sam#UNREAD git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7549 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7654,7 +7654,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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@@ -7665,7 +7665,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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@@ -7683,7 +7683,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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@@ -8241,7 +8241,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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@@ -8252,7 +8252,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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