Guns attaching to tripwire feature has been moved from an xml-enabled feature to a hardcoded feature. This is because there are so many guns in the game (esp. in various mods) that the required xml changes are huge. Not to mention things like this -- http://i50.tinypic.com/zjxoat.jpg ATTACHING_DETONATOR skill check is used and the usual gun attachment sound is played instead of the detonator beep.

Additionally, this resolves the issue with being able to attach lasers, etc to tripwire.  Instead, guns retain their attachments, as would be expected.

Transformations on attached guns have also been disabled.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5332 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-06-06 18:20:03 +00:00
parent f200ac8d3d
commit 3651ef29e7
2 changed files with 228 additions and 161 deletions
+133 -129
View File
@@ -12111,158 +12111,162 @@ void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason )
}
*/
// Ammocrates may be split into magazines of any size available in the game. But not in combat.
if ( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagType >= AMMO_BOX && !(gTacticalStatus.uiFlags & INCOMBAT) )
//Madd: override - if this item is a gun attached to something then forget about it -- attachments of attachments and any loaded ammo get lost otherwise
if ((gpItemDescPrevObject == NULL && Item[gpItemDescObject->usItem].usItemClass & IC_GUN) || !(Item[gpItemDescObject->usItem].usItemClass & IC_GUN) )
{
BOOLEAN fCrateInPool = FALSE;
// Before we continue, lets check whether our object is in the sector inventory.
// Is the sector inventory open?
if (fShowMapInventoryPool)
// Ammocrates may be split into magazines of any size available in the game. But not in combat.
if ( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagType >= AMMO_BOX && !(gTacticalStatus.uiFlags & INCOMBAT) )
{
// Is our object currently in the pool?
for (UINT32 x = 0; x < pInventoryPoolList.size(); x++)
BOOLEAN fCrateInPool = FALSE;
// Before we continue, lets check whether our object is in the sector inventory.
// Is the sector inventory open?
if (fShowMapInventoryPool)
{
if (pInventoryPoolList[x].object.exists())
// Is our object currently in the pool?
for (UINT32 x = 0; x < pInventoryPoolList.size(); x++)
{
if (&(pInventoryPoolList[x].object) == gpItemDescObject)
if (pInventoryPoolList[x].object.exists())
{
// Aha! In that case, all transformations will be done directly at the sector pool,
// with multiple results ending on the ground rather than in the inventory.
fCrateInPool = TRUE;
break;
if (&(pInventoryPoolList[x].object) == gpItemDescObject)
{
// Aha! In that case, all transformations will be done directly at the sector pool,
// with multiple results ending on the ground rather than in the inventory.
fCrateInPool = TRUE;
break;
}
}
}
}
}
if (fCrateInPool)
{
for (UINT16 x = 0; x < MAXITEMS; x++)
if (fCrateInPool)
{
if ( Item[x].usItemClass & IC_AMMO )
for (UINT16 x = 0; x < MAXITEMS; x++)
{
// If this magazine has the same caliber and ammotype as the crate, has a smaller size, and is
// not an ammo crate itself...
if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre &&
Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType &&
Magazine[Item[x].ubClassIndex].ubMagSize <= Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX )
if ( Item[x].usItemClass & IC_AMMO )
{
UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize;
// If this magazine has the same caliber and ammotype as the crate, has a smaller size, and is
// not an ammo crate itself...
if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre &&
Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType &&
Magazine[Item[x].ubClassIndex].ubMagSize <= Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX )
{
UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize;
CHAR16 MenuRowText[300];
swprintf( MenuRowText, gzTransformationMessage[ 7 ], usMagSize );
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,UINT16>( TransformationMenuPopup_SplitCrate, x ) );
// Add the option to the menu.
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
CHAR16 MenuRowText[300];
swprintf( MenuRowText, gzTransformationMessage[ 7 ], usMagSize );
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,UINT16>( TransformationMenuPopup_SplitCrate, x ) );
// Add the option to the menu.
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
}
}
}
}
}
else
{
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( gzTransformationMessage[ 6 ] ), new popupCallbackFunction<void,void>( TransformationMenuPopup_SplitCrateInInventory ) );
gItemDescTransformPopup->addOption( *pOption );
fFoundTransformations = true;
}
}
// Scan the Transformation list for the current item. Create pop-up options as required.
INT32 iTransformIndex = -1;
// Flugente: we can also arm/disarm bombs in our inventory via this menu
BOOLEAN fHaveToDisarm = FALSE; // important check: if item is an armed bomb, we have to disarm it prior to any transformation
if ( ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) ) && Item[gpItemDescObject->usItem].usItemClass == IC_BOMB && gpItemDescObject->ubNumberOfObjects == 1 && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) ) )
{
iTransformIndex++;
UINT16 apcost = 20;
if ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) )
apcost = 15;
// test wether item is already armed
INT8 detonatortype;
INT8 setting;
INT8 defusefrequency;
CheckBombSpecifics( gpItemDescObject, &detonatortype, &setting, &defusefrequency );
CHAR16 MenuRowText[300];
if ( detonatortype == BOMB_TIMED || detonatortype == BOMB_REMOTE )
{
fHaveToDisarm = TRUE;
if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"Disarm (%d AP)", apcost );
}
else
{
swprintf (MenuRowText, L"Disarm");
}
}
else
{
if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"Arm (%d AP)", apcost );
}
else
{
swprintf (MenuRowText, L"Arm");
}
}
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void, OBJECTTYPE*>( &TransformationMenuPopup_Arm, gpItemDescObject ) );
// Set the function that tests whether it's valid at the moment.
pOption->setAvail(new popupCallbackFunction<bool,OBJECTTYPE*>( &TransformationMenuPopup_Arm_TestValid, gpItemDescObject ));
// Add the option to the menu.
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
}
// onyl allow transformations if the item is not an armed bomb
if ( !fHaveToDisarm )
{
for (INT32 x = 0; x < MAXITEMS; x++)
{
if (Transform[x].usItem == -1)
{
break;
}
if (Transform[x].usItem == gpItemDescObject->usItem)
{
iTransformIndex++;
CHAR16 MenuRowText[300];
if ( Transform[x].usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"%s (%d AP)", Transform[x].szMenuRowText, Transform[x].usAPCost );
}
else
{
swprintf (MenuRowText, Transform[x].szMenuRowText);
}
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, &Transform[x] ) );
// Set the function that tests whether it's valid at the moment.
pOption->setAvail(new popupCallbackFunction<bool,TransformInfoStruct*>( &TransformationMenuPopup_TestValid, &Transform[x] ));
// Add the option to the menu.
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( gzTransformationMessage[ 6 ] ), new popupCallbackFunction<void,void>( TransformationMenuPopup_SplitCrateInInventory ) );
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
}
}
}
// Scan the Transformation list for the current item. Create pop-up options as required.
INT32 iTransformIndex = -1;
// Flugente: we can also arm/disarm bombs in our inventory via this menu
BOOLEAN fHaveToDisarm = FALSE; // important check: if item is an armed bomb, we have to disarm it prior to any transformation
if ( ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) ) && Item[gpItemDescObject->usItem].usItemClass == IC_BOMB && gpItemDescObject->ubNumberOfObjects == 1 && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) ) )
{
iTransformIndex++;
UINT16 apcost = 20;
if ( (guiCurrentScreen == GAME_SCREEN) || (guiCurrentScreen == MAP_SCREEN) )
apcost = 15;
// test wether item is already armed
INT8 detonatortype;
INT8 setting;
INT8 defusefrequency;
CheckBombSpecifics( gpItemDescObject, &detonatortype, &setting, &defusefrequency );
CHAR16 MenuRowText[300];
if ( detonatortype == BOMB_TIMED || detonatortype == BOMB_REMOTE )
{
fHaveToDisarm = TRUE;
if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"Disarm (%d AP)", apcost );
}
else
{
swprintf (MenuRowText, L"Disarm");
}
}
else
{
if ( apcost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"Arm (%d AP)", apcost );
}
else
{
swprintf (MenuRowText, L"Arm");
}
}
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void, OBJECTTYPE*>( &TransformationMenuPopup_Arm, gpItemDescObject ) );
// Set the function that tests whether it's valid at the moment.
pOption->setAvail(new popupCallbackFunction<bool,OBJECTTYPE*>( &TransformationMenuPopup_Arm_TestValid, gpItemDescObject ));
// Add the option to the menu.
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
}
// onyl allow transformations if the item is not an armed bomb
if ( !fHaveToDisarm )
{
for (INT32 x = 0; x < MAXITEMS; x++)
{
if (Transform[x].usItem == -1)
{
break;
}
if (Transform[x].usItem == gpItemDescObject->usItem)
{
iTransformIndex++;
CHAR16 MenuRowText[300];
if ( Transform[x].usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
{
swprintf (MenuRowText, L"%s (%d AP)", Transform[x].szMenuRowText, Transform[x].usAPCost );
}
else
{
swprintf (MenuRowText, Transform[x].szMenuRowText);
}
// Generate a new option for the menu
POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, &Transform[x] ) );
// Set the function that tests whether it's valid at the moment.
pOption->setAvail(new popupCallbackFunction<bool,TransformInfoStruct*>( &TransformationMenuPopup_TestValid, &Transform[x] ));
// Add the option to the menu.
gItemDescTransformPopup->addOption( *pOption );
// Set this flag so we know we have at least one Transformation available.
fFoundTransformations = true;
}
}
}
}
if (!fFoundTransformations)
{
POPUP_OPTION * pOption = new POPUP_OPTION( &std::wstring( gzTransformationMessage[ 0 ] ), new popupCallbackFunction<void,TransformInfoStruct*>( &TransformationMenuPopup_Transform, NULL ) );
+95 -32
View File
@@ -2107,6 +2107,10 @@ BOOLEAN ValidAttachment( UINT16 usAttachment, UINT16 usItem, UINT8 * pubAPCost )
*pubAPCost = (UINT8)APBPConstants[AP_RELOAD_GUN]; //default value
}
//Madd: all guns can be attached to tripwires
if ( Item[usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN )
return TRUE;
//Madd: Common Attachment Framework
if ( IsAttachmentPointAvailable(usItem, usAttachment))
{
@@ -2257,20 +2261,30 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
return FALSE;
//Search for incompatible attachments
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
//Madd: check for gun on tripwire first
if ( Item[pObj->usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN && FindAttachmentByClass(pObj,IC_GUN,subObject) != 0 )
{
if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, AC_GRENADE|AC_ROCKET ) )
{//Search for identical attachments unless we're dealing with rifle grenades
fSameItem = TRUE;
break;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
fSimilarItems = TRUE;
OBJECTTYPE * tmpObj = FindAttachmentByClass(pObj,IC_GUN,subObject);
usSimilarItem = tmpObj->usItem;
}
if ( !fSameItem )
{
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, AC_GRENADE|AC_ROCKET ) )
{//Search for identical attachments unless we're dealing with rifle grenades
fSameItem = TRUE;
break;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
}
}
}
@@ -2291,7 +2305,8 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
//Search for any valid attachments in this slot
//CHRISL: Valid attachments are determined by the old "ValidItemAttachment" function and comparing the attachment class of the item and slot
if(AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass &&
//Madd: gun on tripwire always allowed
if((AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass || (Item[usAttachment].usItemClass & IC_GUN && Item[pObj->usItem].tripwire)) &&
(ValidItemAttachment(pObj,usAttachment,fAttemptingAttachment,fDisplayMessage,subObject,usAttachmentSlotIndexVector) ||
ValidLaunchable(usAttachment, GetAttachedGrenadeLauncher(pObj)) ||
ValidLaunchable(usAttachment, pObj->usItem)))
@@ -2323,7 +2338,8 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
//Search for any valid attachments in this slot
//CHRISL: Valid attachments are determined by the old "ValidItemAttachment" function and comparing the attachment class of the item and slot
if(AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass &&
//Madd: gun on tripwire always allowed
if((AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass || (Item[usAttachment].usItemClass & IC_GUN && Item[pObj->usItem].tripwire)) &&
(ValidItemAttachment(pObj,usAttachment,FALSE,FALSE,subObject,usAttachmentSlotIndexVector) ||
ValidLaunchable(usAttachment, GetAttachedGrenadeLauncher(pObj)) ||
ValidLaunchable(usAttachment, pObj->usItem)))
@@ -2414,23 +2430,33 @@ BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAt
fSameItem = TRUE;
}
*/
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
//Madd: check for gun on tripwire first
if ( Item[pObj->usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN && FindAttachmentByClass(pObj,IC_GUN,subObject) != 0 )
{
if ( FindAttachment(pObj, usAttachment, subObject) != 0 )
{
fSameItem = TRUE;
break;
}
fSimilarItems = TRUE;
OBJECTTYPE * tmpObj = FindAttachmentByClass(pObj,IC_GUN,subObject);
usSimilarItem = tmpObj->usItem;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
if ( !fSameItem )
{
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
if ( FindAttachment(pObj, usAttachment, subObject) != 0 )
{
fSameItem = TRUE;
break;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
}
}
}
@@ -4012,11 +4038,29 @@ BOOLEAN OBJECTTYPE::AttachObjectOAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
return( FALSE );
}
}
else if ( Item[this->usItem].tripwire && Item[pAttachment->usItem].usItemClass & IC_GUN ) // Madd: gun on tripwire
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// the attach failure damages both items
DamageObj( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
DeleteItemDescriptionBox();
}
return( FALSE );
}
}
if ( ValidItemAttachment( this, pAttachment->usItem, TRUE, TRUE, subObject ) && playSound ) // not launchable
{
// attachment sounds
if ( Item[ this->usItem ].usItemClass & IC_WEAPON )
if ( Item[ this->usItem ].usItemClass & IC_WEAPON || Item[this->usItem].tripwire ) //Madd: attaching items to tripwire makes gun attach sound
{
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
@@ -4591,11 +4635,29 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
return( FALSE );
}
}
else if ( Item[this->usItem].tripwire && Item[pAttachment->usItem].usItemClass & IC_GUN ) // Madd: gun on tripwire
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// the attach failure damages both items
DamageObj( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
//DeleteItemDescriptionBox();
}
return( FALSE );
}
}
if (fValidItemAttachment && playSound ) // not launchable
{
// attachment sounds
if ( Item[ this->usItem ].usItemClass & IC_WEAPON )
if ( Item[ this->usItem ].usItemClass & IC_WEAPON || Item[this->usItem].tripwire ) //Madd: attaching items to tripwire makes gun attach sound
{
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
@@ -5313,8 +5375,9 @@ std::vector<UINT16> GetItemSlots(OBJECTTYPE* pObj, UINT8 subObject, BOOLEAN fAtt
}
//Now that we've setup tempItemSlots for the main item, let's look at the individual attachments
//Madd: Only record these extra slots if the item has its attachment flag set!
for(attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter){
if(iter->exists() && (*iter)[0]->attachments.size() > 0){
if(iter->exists() && Item[iter->usItem].attachment && (*iter)[0]->attachments.size() > 0){
OBJECTTYPE* pAttachment = &(*iter);
tempSlots = GetItemSlots(pAttachment,0,TRUE);
for(UINT8 x = 0; x < tempSlots.size(); x++)
@@ -13852,7 +13915,7 @@ UINT64 GetAvailableAttachmentPoint (OBJECTTYPE * pObject, UINT8 subObject)
point = Item[pObject->usItem].ulAvailableAttachmentPoint;
for (attachmentList::iterator iter = (*pObject)[subObject]->attachments.begin(); iter != (*pObject)[subObject]->attachments.end(); ++iter)
{
if(iter->exists() && Item[iter->usItem].ulAvailableAttachmentPoint > 0 )
if(iter->exists() && Item[iter->usItem].ulAvailableAttachmentPoint > 0 && Item[iter->usItem].attachment )
point |= Item[iter->usItem].ulAvailableAttachmentPoint;
}
}