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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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+7
-5
@@ -301,7 +301,9 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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INT8 nextDir=0;
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UINT8 who; //,itemIndex; // for each square checked
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UINT8 dir,range,Path2;
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UINT8 ubRoomNo;
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//DBrot: More Rooms
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//UINT8 ubRoomNo;
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UINT16 usRoomNo;
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BOOLEAN fCheckForRooms = FALSE;
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ITEM_POOL *pItemPool;
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BOOLEAN fHiddenStructVisible;
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@@ -841,7 +843,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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// OK, if we are underground, we don't want to reveal stuff if
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// 1 ) there is a roof over us and
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// 2 ) we are not in a room
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if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
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if ( gusWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
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{
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int i = 0;
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}
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@@ -862,10 +864,10 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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// CHECK FOR ROOMS
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//if ( fCheckForRooms )
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{
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if ( InAHiddenRoom( marker, &ubRoomNo ) )
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if ( InAHiddenRoom( marker, &usRoomNo ) )
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{
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RemoveRoomRoof( marker, ubRoomNo, pSoldier );
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if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
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RemoveRoomRoof( marker, usRoomNo, pSoldier );
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if ( usRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
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{
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// reveal boxing ring at same time
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RemoveRoomRoof( marker, BOXING_RING, pSoldier );
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