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
+5 -3
View File
@@ -2295,7 +2295,9 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
INT32 sGridNo, sClosestSpot = NOWHERE;
INT32 iDistance, iClosestDistance = 9999;
UINT8 ubRoom;
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
// set the distance limit of the square region
iSearchRange = 7;
@@ -2323,9 +2325,9 @@ INT32 FindClosestBoxingRingSpot( SOLDIERTYPE * pSoldier, BOOLEAN fInRing )
{
// calculate the next potential gridno
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
if ( InARoom( sGridNo, &ubRoom ))
if ( InARoom( sGridNo, &usRoom ))
{
if ( (fInRing && ubRoom == BOXING_RING) || (!fInRing && ubRoom != BOXING_RING ) && LegalNPCDestination(pSoldier,sGridNo,IGNORE_PATH,NOWATER,0) )
if ( (fInRing && usRoom == BOXING_RING) || (!fInRing && usRoom != BOXING_RING ) && LegalNPCDestination(pSoldier,sGridNo,IGNORE_PATH,NOWATER,0) )
{
iDistance = abs( sXOffset ) + abs( sYOffset );
if ( iDistance < iClosestDistance && WhoIsThere2( sGridNo, 0 ) == NOBODY )