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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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@@ -2295,7 +2295,9 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
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INT32 sGridNo, sClosestSpot = NOWHERE;
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INT32 iDistance, iClosestDistance = 9999;
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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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// set the distance limit of the square region
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iSearchRange = 7;
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@@ -2323,9 +2325,9 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
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{
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// calculate the next potential gridno
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sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
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if ( InARoom( sGridNo, &ubRoom ))
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if ( InARoom( sGridNo, &usRoom ))
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{
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if ( (fInRing && ubRoom == BOXING_RING) || (!fInRing && ubRoom != BOXING_RING ) && LegalNPCDestination(pSoldier,sGridNo,IGNORE_PATH,NOWATER,0) )
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if ( (fInRing && usRoom == BOXING_RING) || (!fInRing && usRoom != BOXING_RING ) && LegalNPCDestination(pSoldier,sGridNo,IGNORE_PATH,NOWATER,0) )
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{
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iDistance = abs( sXOffset ) + abs( sYOffset );
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if ( iDistance < iClosestDistance && WhoIsThere2( sGridNo, 0 ) == NOBODY )
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