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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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@@ -451,7 +451,9 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
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UINT16 usMaxDist;
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UINT8 ubDirection,ubDirsLeft,ubDirChecked[8],fFound = FALSE;
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INT8 bAPsLeft, fPathFlags;
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UINT8 ubRoomRequired = 0, ubTempRoom;
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//DBrot: More Rooms
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//UINT8 ubRoomRequired = 0, ubTempRoom;
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UINT16 usRoomRequired = 0, usTempRoom;
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BOOLEAN fAllowDest = FALSE;
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// 0verhaul: Make sure to clear the stored path since this always calculates a new one.
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@@ -478,12 +480,12 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
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if ( pSoldier->aiData.bOrders <= CLOSEPATROL && (pSoldier->bTeam == CIV_TEAM || pSoldier->ubProfile != NO_PROFILE ) )
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{
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if ( InARoom( pSoldier->aiData.sPatrolGrid[0], &ubRoomRequired ) )
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if ( InARoom( pSoldier->aiData.sPatrolGrid[0], &usRoomRequired ) )
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{
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// make sure this doesn't interfere with pathing for scripts
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if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
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{
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ubRoomRequired = 0;
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usRoomRequired = 0;
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}
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}
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}
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@@ -662,9 +664,9 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
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break; // quit here, sGoToGrid is where we are going
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if ( ubRoomRequired )
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if ( usRoomRequired )
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{
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if ( !( InARoom( sTempDest, &ubTempRoom ) && ubTempRoom == ubRoomRequired ) )
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if ( !( InARoom( sTempDest, &usTempRoom ) && usTempRoom == usRoomRequired ) )
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{
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// quit here, limited by room!
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break;
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