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
+4 -2
View File
@@ -986,7 +986,9 @@ void SetUIMouseCursor( )
if ( gfUIShowExitExitGrid )
{
INT32 usMapPos;
UINT8 ubRoomNum;
//DBrot: More Rooms
//UINT8 ubRoomNum;
UINT16 usRoomNum;
gfUIDisplayActionPoints = FALSE;
ErasePath( TRUE );
@@ -996,7 +998,7 @@ void SetUIMouseCursor( )
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 0 )
{
// ATE: Is this place revealed?
if ( !InARoom( usMapPos, &ubRoomNum ) || ( InARoom( usMapPos, &ubRoomNum ) && gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
if ( !InARoom( usMapPos, &usRoomNum ) || ( InARoom( usMapPos, &usRoomNum ) && gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
{
if ( sOldExitGridNo != usMapPos )
{