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
This commit is contained in:
Flugente
2012-08-02 22:30:15 +00:00
parent 832335d904
commit 3077e27d9f
65 changed files with 766 additions and 294 deletions
+5 -2
View File
@@ -35,6 +35,7 @@
#include "ai.h"
#include "Soldier macros.h"
#include "Event Pump.h"
#include "GameSettings.h"
#endif
#include "fresh_header.h"
#include "connect.h"
@@ -433,10 +434,12 @@ void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, U
void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
{
UINT8 ubRoom;
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
SOLDIERTYPE * pGoon;
// if player is hacking at a door in the brothel and a kingpin guy can see him
if ( (InARoom( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom )) || (gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_D && gbWorldSectorZ == 0 && (pSoldier->sGridNo == 11010 || pSoldier->sGridNo == 11177 || pSoldier->sGridNo == 11176 ) ) )
if ( (InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom )) || (gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_D && gbWorldSectorZ == 0 && (pSoldier->sGridNo == gModSettings.iBrothelDoor1 || pSoldier->sGridNo == gModSettings.iBrothelDoor2 || pSoldier->sGridNo == gModSettings.iBrothelDoor3 ) ) )//11010,11177,11176
{
UINT8 ubLoop;