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
@@ -948,7 +948,9 @@ INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo,
INT32 sTop, sBottom;
INT32 sLeft, sRight;
INT32 cnt1, cnt2;
UINT8 ubRoomNum;
//DBrot: More Rooms
//UINT8 ubRoomNum;
UINT16 usRoomNum;
//Save AI pathing vars. changing the distlimit restricts how
//far away the pathing will consider.
@@ -1006,7 +1008,7 @@ INT32 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo,
// If we are a crow, we need this additional check
if ( pSoldier->ubBodyType == CROW )
{
if ( !InARoom( sGridNo, &ubRoomNum ) )
if ( !InARoom( sGridNo, &usRoomNum ) )
{
fFound = TRUE;
}