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Feature improvement: allow accessing other merc inventories when ACCESS_OTHER_MERC_INVENTORIES is TRUE. Even works with dying mercs.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1310,6 +1310,8 @@ void LoadGameExternalOptions()
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// enable schedules and decision making for any named npc regardless of their team
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gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE);
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gGameExternalOptions.fAccessOtherMercInventories = iniReader.ReadBoolean("Tactical Gameplay Settings","ACCESS_OTHER_MERC_INVENTORIES", TRUE);
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//################# Tactical Cover System Settings ##################
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// CPT: Cover System Settings
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@@ -489,6 +489,9 @@ typedef struct
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UINT16 usMilitiaAmmo_OptimalMagCount;
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BOOLEAN fMilitiaUseSectorClassSpecificTaboos;
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// Flugente - allow accessing other mercs inventory via 'stealing'
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BOOLEAN fAccessOtherMercInventories;
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// WDS - Improve Tony's and Devin's inventory like BR's
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BOOLEAN tonyUsesBRSetting;
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BOOLEAN devinUsesBRSetting;
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+64
-58
@@ -6293,69 +6293,75 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
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}
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else
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{
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// Check, if we can steal the item
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// CHRISL: Added new case definitions for new inventory pockets
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switch (i)
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// Flugente: if we are on the same team, allow guaranteed full access
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if ( gGameExternalOptions.fAccessOtherMercInventories && pOpponent->bTeam == pSoldier->bTeam )
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fStealItem = TRUE;
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else
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{
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case HANDPOS:
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case GUNSLINGPOCKPOS:
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// Check, if we can steal the item
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// CHRISL: Added new case definitions for new inventory pockets
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switch (i)
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{
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// Flugente: if item has a weapon sling attached, it can't be stolen
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if ( HasAttachmentOfClass(pObject, AC_SLING) )
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fStealItem = FALSE;
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else
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fStealItem = TRUE;
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case HANDPOS:
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case GUNSLINGPOCKPOS:
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{
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// Flugente: if item has a weapon sling attached, it can't be stolen
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if ( HasAttachmentOfClass(pObject, AC_SLING) )
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fStealItem = FALSE;
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else
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fStealItem = TRUE;
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break;
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}
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case SECONDHANDPOS:
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case KNIFEPOCKPOS:
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case BIGPOCK1POS:
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case BIGPOCK2POS:
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case BIGPOCK3POS:
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case BIGPOCK4POS:
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case BIGPOCK5POS:
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case BIGPOCK6POS:
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case BIGPOCK7POS:
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case MEDPOCK1POS:
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case MEDPOCK2POS:
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case MEDPOCK3POS:
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case MEDPOCK4POS:
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case SMALLPOCK1POS:
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case SMALLPOCK2POS:
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case SMALLPOCK3POS:
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case SMALLPOCK4POS:
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case SMALLPOCK5POS:
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case SMALLPOCK6POS:
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case SMALLPOCK7POS:
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case SMALLPOCK8POS:
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case SMALLPOCK9POS:
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case SMALLPOCK10POS:
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case SMALLPOCK11POS:
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case SMALLPOCK12POS:
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case SMALLPOCK13POS:
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case SMALLPOCK14POS:
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case SMALLPOCK15POS:
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case SMALLPOCK16POS:
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case SMALLPOCK17POS:
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case SMALLPOCK18POS:
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case SMALLPOCK19POS:
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case SMALLPOCK20POS:
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case SMALLPOCK21POS:
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case SMALLPOCK22POS:
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case SMALLPOCK23POS:
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case SMALLPOCK24POS:
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case SMALLPOCK25POS:
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case SMALLPOCK26POS:
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case SMALLPOCK27POS:
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case SMALLPOCK28POS:
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case SMALLPOCK29POS:
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case SMALLPOCK30POS:
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fStealItem = TRUE;
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break;
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default:
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fStealItem = FALSE;
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break;
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}
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case SECONDHANDPOS:
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case KNIFEPOCKPOS:
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case BIGPOCK1POS:
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case BIGPOCK2POS:
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case BIGPOCK3POS:
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case BIGPOCK4POS:
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case BIGPOCK5POS:
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case BIGPOCK6POS:
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case BIGPOCK7POS:
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case MEDPOCK1POS:
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case MEDPOCK2POS:
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case MEDPOCK3POS:
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case MEDPOCK4POS:
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case SMALLPOCK1POS:
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case SMALLPOCK2POS:
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case SMALLPOCK3POS:
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case SMALLPOCK4POS:
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case SMALLPOCK5POS:
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case SMALLPOCK6POS:
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case SMALLPOCK7POS:
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case SMALLPOCK8POS:
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case SMALLPOCK9POS:
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case SMALLPOCK10POS:
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case SMALLPOCK11POS:
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case SMALLPOCK12POS:
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case SMALLPOCK13POS:
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case SMALLPOCK14POS:
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case SMALLPOCK15POS:
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case SMALLPOCK16POS:
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case SMALLPOCK17POS:
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case SMALLPOCK18POS:
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case SMALLPOCK19POS:
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case SMALLPOCK20POS:
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case SMALLPOCK21POS:
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case SMALLPOCK22POS:
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case SMALLPOCK23POS:
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case SMALLPOCK24POS:
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case SMALLPOCK25POS:
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case SMALLPOCK26POS:
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case SMALLPOCK27POS:
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case SMALLPOCK28POS:
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case SMALLPOCK29POS:
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case SMALLPOCK30POS:
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fStealItem = TRUE;
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break;
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default:
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fStealItem = FALSE;
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break;
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}
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}
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@@ -5675,7 +5675,8 @@ void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent )
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// Check if we are on a merc... if so.. steal!
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if ( gfUIFullTargetFound )
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{
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if ( ( guiUIFullTargetFlags & ENEMY_MERC ) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC ) )
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// Flugente: allow stealing if the other guy is an enemy, OR if we are on the same team
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if ( (( guiUIFullTargetFlags & ENEMY_MERC ) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC )) || (gGameExternalOptions.fAccessOtherMercInventories && guiUIFullTargetFlags & OWNED_MERC) )
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{
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sActionGridNo = FindAdjacentGridEx( pSoldier, MercPtrs[ gusUIFullTargetID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo == -1 )
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@@ -3088,7 +3088,12 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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if (fStealing)
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{
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// Calculate the possible chance to steal!
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if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || TANK( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
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// Flugente: if we are on the same team, allow guaranteed full access
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if ( gGameExternalOptions.fAccessOtherMercInventories && pTargetSoldier->bTeam == pSoldier->bTeam )
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{
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iHitChance = 100;
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}
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else if ( AM_A_ROBOT( pTargetSoldier ) || TANK( pTargetSoldier ) || CREATURE_OR_BLOODCAT( pTargetSoldier ) || TANK( pTargetSoldier ) || (SOLDIER_CLASS_MILITIA(pTargetSoldier->ubSoldierClass) && (gGameExternalOptions.ubMilitiaDropEquipment != 2)) ) // added militia here - SANDRO
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{
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iHitChance = 0;
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}
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@@ -3182,7 +3187,8 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// WDS 07/19/2008 - Random number use fix
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// Do we have the chance to steal more than 1 item?
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// SANDRO - taking items from collapsed soldiers is treated differently
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if (( fSoldierCollapsed || (!gGameExternalOptions.fEnhancedCloseCombatSystem && iDiceRoll < (iHitChance * 2 / 3))) && pSoldier->bTeam == gbPlayerNum )
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// Flugente: if we are on the same team, allow guaranteed full access
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if ( (gGameExternalOptions.fAccessOtherMercInventories && pTargetSoldier->bTeam == pSoldier->bTeam ) || ( fSoldierCollapsed || (!gGameExternalOptions.fEnhancedCloseCombatSystem && iDiceRoll < (iHitChance * 2 / 3))) && pSoldier->bTeam == gbPlayerNum )
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{
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// first, charge extra Aps, because it's difficlut to pickup from other soldier
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if (gGameExternalOptions.fEnhancedCloseCombatSystem)
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