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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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@@ -17,6 +17,7 @@
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#include "NPC.h"
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#include "Render Fun.h"
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#include "Quests.h"
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#include "GameSettings.h"
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#endif
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INT8 RTPlayerDecideAction( SOLDIERTYPE * pSoldier )
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@@ -99,9 +100,11 @@ UINT16 RealtimeDelay( SOLDIERTYPE * pSoldier )
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if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
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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( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) )
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if ( InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) )
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{
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return( (UINT16) (REALTIME_AI_DELAY / 3) );
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}
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@@ -256,9 +259,11 @@ void RTHandleAI( SOLDIERTYPE * pSoldier )
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pSoldier->aiData.usActionData = (UINT16) REALTIME_AI_DELAY;
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if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
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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( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom ) )
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if ( InARoom( pSoldier->sGridNo, &usRoom ) && IN_BROTHEL( usRoom ) )
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{
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pSoldier->aiData.usActionData /= 3;
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}
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