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
This commit is contained in:
Asdow
2026-06-15 22:01:07 +03:00
parent 9e0105caec
commit 1fc5f939bf
5 changed files with 18 additions and 10 deletions
+2 -2
View File
@@ -16818,7 +16818,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction( )
return TRUE;
}
void SOLDIERTYPE::DropSectorEquipment( )
void SOLDIERTYPE::DropSectorEquipment( INT32 UnloadedSectorGridNo)
{
// not if we already dropped the gear
if ( this->usSoldierFlagMask & SOLDIER_EQUIPMENT_DROPPED )
@@ -16887,7 +16887,7 @@ void SOLDIERTYPE::DropSectorEquipment( )
}
}
AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, RandomGridNo( ), counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, UnloadedSectorGridNo, counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
}
}