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- Equip Milita Improvements: I've written code, which adds attachments to free positions on the gun militia chose to pick up (by navaroe)
- Bugfix: Reinforcements: Parts of roadblocks were resurrected after reinforcements death (by navaroe) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7995 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+101
-17
@@ -86,6 +86,7 @@ ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[SOLDIER_GUN_CHOICE_SELECTIONS][ARMY
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// { /* 10- rocket rifle */ 5, ROCKET_RIFLE, AUTO_ROCKET_RIFLE , RPK74, HK21E, MINIMI , -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},
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//};
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// Flugente: created separate gun choices for different soldier classes
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ARMY_GUN_CHOICE_TYPE gArmyItemChoices[SOLDIER_GUN_CHOICE_SELECTIONS][MAX_ITEM_TYPES];
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@@ -103,7 +104,6 @@ UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness);
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UINT16 PickARandomItem(UINT8 typeIndex, INT8 bSoldierClass, UINT8 maxCoolness, BOOLEAN getMatchingCoolness);
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UINT16 PickARandomAttachment(UINT8 typeIndex, INT8 bSoldierClass, UINT16 usBaseItem, UINT8 maxCoolness, BOOLEAN getMatchingCoolness);
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void InitArmyGunTypes(void)
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{
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ARMY_GUN_CHOICE_TYPE *pGunChoiceTable;
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@@ -3701,7 +3701,7 @@ enum {
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SI_LEGS,
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SI_SIGHT, // for sunglasses and NVGs
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SI_FACE2,
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SI_FACE_SPARESIGHT, // for sunglasses at night an NVGs during the day - militia take those at well, otherwise mobiles are ill equipped when the night begins/ends
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SI_FACE_SPARESIGHT, // for sunglasses at night an NVGs during the day - militia take those as well, otherwise mobiles are ill equipped when the night begins/ends
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SI_GASMASK,
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SI_MELEE,
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SI_GRENADE,
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@@ -3722,6 +3722,8 @@ struct ItemSearchStruct {
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UINT32 val; // the fitness value of this object
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};
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void addAttachementsToMilitiaWeapon(std::vector<WORLDITEM>& pWorldItem, UINT16 usTabooFlag, SOLDIERCREATE_STRUCT *pp);
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// evaluate an object an remember it if it is the best so far
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void EvaluateObjForItem( std::vector<WORLDITEM>& pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount, ItemSearchStruct* pSi )//dnl ch75 271013
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{
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@@ -3764,40 +3766,73 @@ void EvaluateObjForItem_WithAmmo( std::vector<WORLDITEM>& pWorldItem, OBJECTTYPE
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}
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}
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/**
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Makes sure that stack of items on stacksIndexInWorldItem is removed, if it does not contain any items now.
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Use after removing stuff from pWorldItem like by attaching it to something or by putting it into inventory.
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*/
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void RemoveStackIfEmpty(std::vector<WORLDITEM>& pWorldItem, UINT32 stacksIndexInWorldItem) {
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if (pWorldItem[stacksIndexInWorldItem].object.ubNumberOfObjects < 1)
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{
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// account for items with invalid gridnos...
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if (pWorldItem[stacksIndexInWorldItem].sGridNo != NOWHERE)
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{
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RemoveItemFromPool(pWorldItem[stacksIndexInWorldItem].sGridNo, stacksIndexInWorldItem, pWorldItem[stacksIndexInWorldItem].ubLevel);
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}
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// setting this to false can lead to cases where we 'forget' items without a valid gridno - though I am unsure why.
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//pWorldItem[ pSi->pos ].fExists = FALSE;
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}
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}
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// forward declaration for default parameter
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// if pSi has an entry, move gun from pWorldItem into pp
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void SearchItemRetrieval( std::vector<WORLDITEM>& pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake = 1 );//dnl ch75 271013
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/** Used after taking item from world and putting it into militias inventory.
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Makes sure TAKEN_BY_MILITIA flags are set in manner reflecting the flags on items stack of origin.
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*/
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void SetTakenByMilitiaFlagsWhenForRetrievedItem(std::vector<WORLDITEM>& pWorldItem, UINT32 itemsPositionInWorld, SOLDIERCREATE_STRUCT *pp, UINT32 slotInInventory, UINT8 numberOfItemsToMark) {
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for (UINT8 i = 0; i < numberOfItemsToMark; ++i)
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{
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(pp->Inv[slotInInventory])[i]->data.sObjectFlag |= TAKEN_BY_MILITIA;
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}
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if (pWorldItem[itemsPositionInWorld].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN)
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(pp->Inv[slotInInventory])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN; //remember the taboo we set on item while it was on ground
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if (pWorldItem[itemsPositionInWorld].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE)
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(pp->Inv[slotInInventory])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE;
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}
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// if pSi has an entry, move gun from pWorldItem into pp
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void SearchItemRetrieval( std::vector<WORLDITEM>& pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake )//dnl ch75 271013
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{
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if ( pSi->found && !pSi->done )
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{
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UINT8 usRealTake = min(usTake, pWorldItem[ pSi->pos ].object.ubNumberOfObjects);
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pWorldItem[ pSi->pos ].object.MoveThisObjectTo(pp->Inv[ pSi->soldierslot ], usRealTake );
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//never take more than there actually is on the given stack (atm. we try to take 2 grenades, but there might be only 1)
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UINT8 usRealTake = min(usTake, pWorldItem[ pSi->pos ].object.ubNumberOfObjects);
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//move objects (like weapon) to soldiers slot, position of object in the world and target slot are determined by values in pSi
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pWorldItem[ pSi->pos ].object.MoveThisObjectTo(pp->Inv[ pSi->soldierslot ], usRealTake );
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for ( UINT8 i = 0; i < usRealTake; ++i )
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SetTakenByMilitiaFlagsWhenForRetrievedItem(pWorldItem, pSi->pos, pp, pSi->soldierslot, usRealTake);
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/* for ( UINT8 i = 0; i < usRealTake; ++i )
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(pp->Inv[ pSi->soldierslot ])[i]->data.sObjectFlag |= TAKEN_BY_MILITIA;
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if ( pWorldItem[ pSi->pos ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN )
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(pp->Inv[ pSi->soldierslot ])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN;
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if ( pWorldItem[ pSi->pos ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN )
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(pp->Inv[ pSi->soldierslot ])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN;
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if ( pWorldItem[ pSi->pos ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE )
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(pp->Inv[ pSi->soldierslot ])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE;
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if ( pWorldItem[ pSi->pos ].object.ubNumberOfObjects < 1 )
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{
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// account for items with invalid gridnos...
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if ( pWorldItem[ pSi->pos ].sGridNo != NOWHERE )
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RemoveItemFromPool(pWorldItem[ pSi->pos ].sGridNo, (pSi->pos), pWorldItem[ pSi->pos ].ubLevel);
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(pp->Inv[ pSi->soldierslot ])[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE;*/
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// setting this to false can lead to cases where we 'forget' items without a valid gridno - though I am unsure why.
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//pWorldItem[ pSi->pos ].fExists = FALSE;
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}
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// account for items with invalid gridnos - when we take last item from the stack, the whole stack object should be gone
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RemoveStackIfEmpty(pWorldItem, pSi->pos);
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}
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pSi->done = TRUE;
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}
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typedef std::map<UINT8, UINT32> AmmoType_BulletCountMap; // used to count how many bullets of an ammotype we have
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typedef std::map<UINT8, AmmoType_BulletCountMap> Calibre_BulletCountMap; // this map stores a map containing all the different ammotypes and how many bulltes we have for them
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@@ -4510,6 +4545,8 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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// take this gun
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SearchItemRetrieval( pWorldItem, &si[SI_GUN], pp );
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//soldier has his gun now, look for attachments for it
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addAttachementsToMilitiaWeapon(pWorldItem, usTabooFlag, pp);
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// empty the gun, create a mag
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if ( !fSearchForAmmo )
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@@ -4535,6 +4572,8 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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// take this gun
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SearchItemRetrieval( pWorldItem, &si[SI_GUN], pp );
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//soldier has his gun now, look for attachments for it
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addAttachementsToMilitiaWeapon(pWorldItem, usTabooFlag, pp);
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// empty the gun, create a mag
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if ( !fSearchForAmmo )
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@@ -4808,4 +4847,49 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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///////////////////////////////// Exit /////////////////////////////////////////////////////////
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}
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/** Goes through items in pWorldItem and looks for scopes, foregrips, lasers, etc. and tries to attach them to thing in soldiers (pp) hand. Hopefuly,
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it is a weapon. If thing is successfuly attached, it is removed from world. Attachement has to be reachable and not a taboo for militia.
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Does not attempt to improve current attachments, first item to fit in a position will remain there.
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*/
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void addAttachementsToMilitiaWeapon(std::vector<WORLDITEM>& pWorldItem, UINT16 usTabooFlag, SOLDIERCREATE_STRUCT *pp) {
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for (UINT32 uiCount = 0; uiCount < pWorldItem.size(); ++uiCount) // ... for all items in the world ...
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{
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if ((pWorldItem)[uiCount].fExists) // ... if item exists ...
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{
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OBJECTTYPE* pObj = &((pWorldItem)[uiCount].object); // ... get pointer for this item ...
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if (pObj != NULL && pObj->exists()) // ... if pointer is not obviously useless ...
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{
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// this would be the place where we check wether the militia is allowed to pick up an item depending on its soldierclass
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// test wether item is reachable and its not taboo
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if (((pWorldItem)[uiCount].usFlags & WORLD_ITEM_REACHABLE) && !((pWorldItem)[uiCount].usFlags & usTabooFlag))
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{
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UINT32 usItemClass = Item[(pWorldItem)[uiCount].object.usItem].usItemClass;
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UINT64 nasAttachmentClass = Item[(pWorldItem)[uiCount].object.usItem].nasAttachmentClass; //eg. 16 for scope
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UINT32 attachmentClass = Item[(pWorldItem)[uiCount].object.usItem].attachmentclass;
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//check if this item is something we might want to attach, bipods are excluded atm because militia mainly runs around and doesn't camp enough
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//also under barrel launchers are not dealt with (at least for now)
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if (usItemClass & IC_MISC && attachmentClass & (AC_SCOPE | AC_FOREGRIP | AC_STOCK | AC_SIGHT | AC_LASER | AC_MUZZLE | AC_SLING)) {
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//we got something, lets get the weapon and try to attach it.
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OBJECTTYPE* gun = &pp->Inv[HANDPOS]; //we are looking to attach to thing in hand, should be gun
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OBJECTTYPE* attachment = &(pWorldItem)[uiCount].object;
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BOOLEAN isAttachedNow = gun->AttachObject(NULL, attachment, FALSE); //do the actual attaching
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if (isAttachedNow) { //might be false, if attachement was not valid for the gun (like small scope to M-960A)
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RemoveStackIfEmpty(pWorldItem, uiCount); //chceck uiCount stack, might be empty now and should be removed
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//SetTakenByMilitiaFlagsWhenForRetrievedItem(pWorldItem,... //Nav:I realized, this is not required for attachement, hopefuly correctly (because weapon got proper flags already)
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}
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}
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}
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}
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}
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}
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}
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////////////////// Flugente: militia equipment feature ///////////////////////////////////
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