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New feature: clothes items allow colouring of your mercs. See http://www.bears-pit.com/board/ubbthreads.php/topics/310208.html#Post310208 for more information.
This feature requires GameDir r1540 or greater to work. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5566 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-2
@@ -277,7 +277,8 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "CrowbarModifier") == 0 ||
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strcmp(name, "DisarmModifier") == 0 ||
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strcmp(name, "RepairModifier") == 0 ||
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strcmp(name, "usActionItemFlag") == 0 ))
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strcmp(name, "usActionItemFlag") == 0 ||
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strcmp(name, "clothestype") == 0 ))
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{
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pData->curElement = ELEMENT_PROPERTY;
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//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("itemStartElementHandle: going into element, name = %s",name) );
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@@ -1393,6 +1394,11 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curItem.usActionItemFlag = (UINT32) atol(pData->szCharData);
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}
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else if(strcmp(name, "clothestype") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curItem.clothestype = (UINT32) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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@@ -2021,12 +2027,13 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile, "\t\t<RepairModifier>%d</RepairModifier>\r\n", Item[cnt].RepairModifier );
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// Flugente poison system
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", Item[cnt].bPoisonPercentage );
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", Item[cnt].bPoisonPercentage );
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FilePrintf(hFile,"\t\t<DamageChance>%d</DamageChance>\r\n", Item[cnt].usDamageChance );
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FilePrintf(hFile,"\t\t<DirtIncreaseFactor>%4.2f</DirtIncreaseFactor>\r\n", Item[cnt].dirtIncreaseFactor );
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FilePrintf(hFile,"\t\t<usActionItemFlag>%d</usActionItemFlag>\r\n", Item[cnt].usActionItemFlag );
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FilePrintf(hFile,"\t\t<clothestype>%d</clothestype>\r\n", Item[cnt].clothestype );
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FilePrintf(hFile,"\t</ITEM>\r\n");
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}
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@@ -2900,7 +2900,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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// added by Flugente: selection of a function to call in tactical
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L"1 - Fill Canteens 2 - Clean one gun 3 - Clean all guns 4 - Nothing",
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L"1 - Fill Canteens 2 - Clean one gun 3 - Clean all guns 4 - Take off clothes",
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// added by Flugente: decide what to do with the corpses
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L"1 - Decapitate 2 - Gut 3 - Take Clothes 4 - Take Body",
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