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- If NPC_AUTORESOLVE_DROP_ALL is TRUE (default FALSE), NPCs (enemies, militia, bandits, creatures...) drop items in autresolve like they would in tactical combat.
- Fix: dropped items are clones when dropping from autoresolve git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8594 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2434,8 +2434,9 @@ else
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// only enemy soldiers use auto-drop system!
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// don't use the auto-drop system in auto-resolve: player won't see what's being used & enemies will often win & keep'em
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// Flugente: nah. We can decide to not drop later on if we want anyway.
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// HEADROCK HAM B2.8: Militia now drop all their equipment... IF not killed by player (see TurnSoldierIntoCorpse() )
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if ( (SOLDIER_CLASS_ENEMY( bSoldierClass ) || ( gGameExternalOptions.ubMilitiaDropEquipment > 0 && SOLDIER_CLASS_MILITIA( bSoldierClass ) )) && !IsAutoResolveActive() )
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if ( SOLDIER_CLASS_ENEMY( bSoldierClass ) || ( gGameExternalOptions.ubMilitiaDropEquipment > 0 && SOLDIER_CLASS_MILITIA( bSoldierClass ) ) )
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{
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// SPECIAL handling for weapons: we'll always drop a weapon type that has never been dropped before
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UINT32 invsize = pp->Inv.size();
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