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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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@@ -35,6 +35,7 @@
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#include "ai.h"
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#include "Soldier macros.h"
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#include "Event Pump.h"
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#include "GameSettings.h"
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#endif
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#include "fresh_header.h"
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#include "connect.h"
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@@ -433,10 +434,12 @@ void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, U
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void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
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{
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UINT8 ubRoom;
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//DBrot: More Rooms
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//UINT8 ubRoom;
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UINT16 usRoom;
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SOLDIERTYPE * pGoon;
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// if player is hacking at a door in the brothel and a kingpin guy can see him
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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 ) ) )
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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
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{
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UINT8 ubLoop;
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