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