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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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+16
-9
@@ -5,22 +5,29 @@
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#include "worlddef.h"
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#define NO_ROOM 0
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#define MAX_ROOMS 250
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//DBrot: More Rooms
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//#define MAX_ROOMS 250
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#define MAX_ROOMS 65530
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extern UINT8 gubWorldRoomHidden[ MAX_ROOMS ];
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extern UINT8* gubWorldRoomInfo;
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//extern UINT8* gubWorldRoomInfo;
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extern UINT16* gusWorldRoomInfo;
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BOOLEAN InitRoomDatabase( );
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void ShutdownRoomDatabase( );
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void SetTileRoomNum( INT32 sGridNo, UINT8 ubRoomNum );
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void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT8 ubRoomNum );
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//void SetTileRoomNum( INT32 sGridNo, UINT8 ubRoomNum );
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//void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT8 ubRoomNum );
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void RemoveRoomRoof( INT32 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier );
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BOOLEAN InARoom( INT32 sGridNo, UINT8 *pubRoomNo );
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BOOLEAN InAHiddenRoom( INT32 sGridNo, UINT8 *pubRoomNo );
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//void RemoveRoomRoof( INT32 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier );
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//BOOLEAN InARoom( INT32 sGridNo, UINT8 *pubRoomNo );
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//BOOLEAN InAHiddenRoom( INT32 sGridNo, UINT8 *pubRoomNo );
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void SetTileRoomNum( INT32 sGridNo, UINT16 usRoomNum );
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void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT16 usRoomNum );
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void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier );
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BOOLEAN InARoom( INT32 sGridNo, UINT16 *pusRoomNo );
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BOOLEAN InAHiddenRoom( INT32 sGridNo, UINT16 *pusRoomNo );
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void SetGridNoRevealedFlag( INT32 sGridNo );
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