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
@@ -281,12 +281,14 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
// make civs not walk to noises outside their room if on close patrol/onguard
if ( pSoldier->aiData.bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE ) )
{
UINT8 ubRoom, ubNewRoom;
//DBrot: More Rooms
//UINT8 ubRoom, ubNewRoom;
UINT16 usRoom, usNewRoom;
// any other combo uses the default of ubRoom == 0, set above
if ( InARoom( pSoldier->aiData.sPatrolGrid[0], &ubRoom ) )
if ( InARoom( pSoldier->aiData.sPatrolGrid[0], &usRoom ) )
{
if ( !InARoom( pSoldier->aiData.sPatrolGrid[0], &ubNewRoom ) || ubRoom != ubNewRoom )
if ( !InARoom( pSoldier->aiData.sPatrolGrid[0], &usNewRoom ) || usRoom != usNewRoom )
{
*pfReachable = FALSE;
}