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- Diving bottle is now worn in the combat pack position instead of vest position
- Fix: the first food item created via item transformation was spawned rotten if the base item was no food item git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -14151,6 +14151,11 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
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this->usItem = usResult[0];
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this->usItem = usResult[0];
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// Record the new itemclass
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// Record the new itemclass
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UINT32 uiNewClass = Item[this->usItem].usItemClass;
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UINT32 uiNewClass = Item[this->usItem].usItemClass;
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// Flugente: if the new item is a food item (and the old one wasn't), we define it to be fresh, so adjust its temperature
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if ( Item[usOldItem].foodtype == 0 && Item[this->usItem].foodtype > 0 )
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(*this)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
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// Make a clone of this object, so that we can point the DescBox to it later if we run into any problems.
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// Make a clone of this object, so that we can point the DescBox to it later if we run into any problems.
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gCloneItemDescObject = *(this);
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gCloneItemDescObject = *(this);
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///////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////
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@@ -15345,7 +15345,7 @@ BOOLEAN SOLDIERTYPE::UsesScubaGear()
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if ( !( this->inv[ HEAD1POS ].exists() && HasItemFlag(this->inv[ HEAD1POS ].usItem, SCUBA_MASK) ) && !( this->inv[ HEAD2POS ].exists() && HasItemFlag(this->inv[ HEAD2POS ].usItem, SCUBA_MASK) ) )
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if ( !( this->inv[ HEAD1POS ].exists() && HasItemFlag(this->inv[ HEAD1POS ].usItem, SCUBA_MASK) ) && !( this->inv[ HEAD2POS ].exists() && HasItemFlag(this->inv[ HEAD2POS ].usItem, SCUBA_MASK) ) )
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return FALSE;
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return FALSE;
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if ( !this->inv[VESTPOCKPOS].exists() || !HasItemFlag( this->inv[VESTPOCKPOS].usItem, SCUBA_BOTTLE ) )
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if ( !this->inv[ CPACKPOCKPOS ].exists() || !HasItemFlag( this->inv[CPACKPOCKPOS].usItem, SCUBA_BOTTLE ) )
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return FALSE;
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return FALSE;
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return TRUE;
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return TRUE;
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