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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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@@ -1599,7 +1599,7 @@ void HandleKeyboardShortcuts( )
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usRoofType = FIRSTROOF;
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for( i = 0; i < WORLD_MAX; i++ )
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{
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if( gubWorldRoomInfo[ i ] )
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if( gusWorldRoomInfo[ i ] )
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{
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AddToUndoList( i );
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RemoveAllRoofsOfTypeRange( i, FIRSTTEXTURE, LASTITEM );
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@@ -4221,14 +4221,14 @@ void ProcessAreaSelection( BOOLEAN fWithLeftButton )
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break;
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case DRAW_MODE_ROOMNUM:
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DrawObjectsBasedOnSelectionRegion();
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if( gubCurrRoomNumber > 0 )
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if( gusCurrRoomNumber > 0 )
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{
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gubCurrRoomNumber++;
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gubMaxRoomNumber++;
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gusCurrRoomNumber++;
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gusMaxRoomNumber++;
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if( iCurrentTaskbar == TASK_BUILDINGS && TextInputMode() )
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{
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CHAR16 str[4];
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swprintf( str, L"%d", gubCurrRoomNumber );
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swprintf( str, L"%d", gusCurrRoomNumber );
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SetInputFieldStringWith16BitString( 1, str );
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SetActiveField( 0 );
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}
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@@ -4295,7 +4295,7 @@ void DrawObjectsBasedOnSelectionRegion()
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case DRAW_MODE_OSTRUCTS: PasteStructure( iMapIndex ); break;
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case DRAW_MODE_OSTRUCTS1: PasteStructure1( iMapIndex ); break;
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case DRAW_MODE_OSTRUCTS2: PasteStructure2( iMapIndex ); break;
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case DRAW_MODE_ROOMNUM: PasteRoomNumber( iMapIndex, gubCurrRoomNumber ); break;
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case DRAW_MODE_ROOMNUM: PasteRoomNumber( iMapIndex, gusCurrRoomNumber ); break;
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default: return; //no point in continuing...
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}
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}
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