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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
This commit is contained in:
+15
-9
@@ -1784,9 +1784,11 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
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if ( (pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP) && (pOpponent->bTeam == gbPlayerNum ) )
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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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if ( InARoom( pOpponent->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) && ( IN_BROTHEL_GUARD_ROOM( ubRoom ) ) )
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if ( InARoom( pOpponent->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) && ( IN_BROTHEL_GUARD_ROOM( usRoom ) ) )
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{
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// unauthorized!
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// make guard run to block guard room
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@@ -2256,12 +2258,14 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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case ELDIN:
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if ( pSoldier->aiData.bNeutral )
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{
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UINT8 ubRoom = 0;
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//DBrot: More Rooms
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//UINT8 ubRoom = 0;
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UINT16 usRoom = 0;
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// if player is in behind the ropes of the museum display
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// or if alarm has gone off (status red)
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InARoom( pOpponent->sGridNo, &ubRoom );
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InARoom( pOpponent->sGridNo, &usRoom );
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if ( ( CheckFact( FACT_MUSEUM_OPEN, 0 ) == FALSE && ubRoom >= 22 && ubRoom <= 41 ) || CheckFact( FACT_MUSEUM_ALARM_WENT_OFF, 0 ) || ( ubRoom == 39 || ubRoom == 40 ) || ( FindObj( pOpponent, CHALICE ) != NO_SLOT ) )
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if ( ( CheckFact( FACT_MUSEUM_OPEN, 0 ) == FALSE && usRoom >= 22 && usRoom <= 41 ) || CheckFact( FACT_MUSEUM_ALARM_WENT_OFF, 0 ) || ( usRoom == 39 || usRoom == 40 ) || ( FindObj( pOpponent, CHALICE ) != NO_SLOT ) )
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{
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SetFactTrue( FACT_MUSEUM_ALARM_WENT_OFF );
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AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
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@@ -2375,11 +2379,13 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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}
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else
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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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// JA2 Gold: only go hostile if see player IN guard room
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//if ( InARoom( pOpponent->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) && ( gMercProfiles[ MADAME ].bNPCData == 0 || IN_BROTHEL_GUARD_ROOM( ubRoom ) ) )
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if ( InARoom( pOpponent->sGridNo, &ubRoom ) && IN_BROTHEL_GUARD_ROOM( ubRoom ) )
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if ( InARoom( pOpponent->sGridNo, &usRoom ) && IN_BROTHEL_GUARD_ROOM( usRoom ) )
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{
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// unauthorized!
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MakeCivHostile( pSoldier, 2 );
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@@ -4318,12 +4324,12 @@ void DebugSoldierPage2( )
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ubLine++;
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}
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if (gubWorldRoomInfo[ usMapPos ] != NO_ROOM )
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if (gusWorldRoomInfo[ usMapPos ] != NO_ROOM )
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{
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SetFontColors(COLOR2);
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mprintf( 0, LINE_HEIGHT * ubLine, L"Room Number" );
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SetFontColors(COLOR2);
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mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gubWorldRoomInfo[ usMapPos ] );
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mprintf( 150, LINE_HEIGHT * ubLine, L"%d", gusWorldRoomInfo[ usMapPos ] );
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ubLine++;
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}
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