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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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@@ -16818,7 +16818,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction( )
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return TRUE;
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}
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void SOLDIERTYPE::DropSectorEquipment( )
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void SOLDIERTYPE::DropSectorEquipment( INT32 UnloadedSectorGridNo)
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{
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// not if we already dropped the gear
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if ( this->usSoldierFlagMask & SOLDIER_EQUIPMENT_DROPPED )
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@@ -16887,7 +16887,7 @@ void SOLDIERTYPE::DropSectorEquipment( )
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}
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}
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AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, RandomGridNo( ), counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, UnloadedSectorGridNo, counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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}
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}
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