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Use new RandomGridNoUnloadedSector() for autoresolve
* Load required mapinfo for checking suitable gridnos * Modify SOLDIERTYPE::DropSectorEquipment( ) to take an external gridno when placing items into an unloaded sector
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@@ -1066,7 +1066,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
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// Flugente: even if we forbid militia from dropping their equipment, they will still drop what they took via sector inventory (this functions only drops what they took)
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pSoldier->DropSectorEquipment();
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pSoldier->DropSectorEquipment( NOWHERE );
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}
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// Make team look for items
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