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New feature (by DepressivesBrot): Molle Items
- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total. - If there's a free pocket slot and enough space -> attach item and enable pocket. - for further description, see Doc/Design Document- MOLLE.txt git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -78,7 +78,9 @@ typedef struct
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BOOLEAN fLightSaved; //determines that a light has been saved
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UINT8 ubLightRadius; //the radius of the light to build if undo is called
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UINT8 ubLightID; //only applies if a light was saved.
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UINT8 ubRoomNum;
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//DBrot: More Rooms
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//UINT8 ubRoomNum;
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UINT16 usRoomNum;
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} undo_struct;
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// Undo stack node
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@@ -481,7 +483,7 @@ BOOLEAN AddToUndoListCmd( INT32 iMapIndex, INT32 iCmdCount )
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}
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// copy the room number information (it's not in the mapelement structure)
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pUndoInfo->ubRoomNum = gubWorldRoomInfo[ iMapIndex ];
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pUndoInfo->usRoomNum = gusWorldRoomInfo[ iMapIndex ];
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pUndoInfo->fLightSaved = FALSE;
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pUndoInfo->ubLightRadius = 0;
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@@ -613,7 +615,7 @@ BOOLEAN ExecuteUndoList( void )
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SwapMapElementWithWorld( iUndoMapIndex, gpTileUndoStack->pData->pMapTile );
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// copy the room number information back
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gubWorldRoomInfo[ iUndoMapIndex ] = gpTileUndoStack->pData->ubRoomNum;
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gusWorldRoomInfo[ iUndoMapIndex ] = gpTileUndoStack->pData->usRoomNum;
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// Now we smooth out the changes...
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//SmoothUndoMapTileTerrain( iUndoMapIndex, gpTileUndoStack->pData->pMapTile );
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