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PlaceObject: don't show incompatible face item message when doing autoplacement.
SwapGoggles: swap face item to helmet if possible. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9301 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+14
-8
@@ -6660,10 +6660,13 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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{
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if ( !CompatibleFaceItem( pObj->usItem, pSoldier->inv[ HEAD2POS ].usItem ) )
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{
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CHAR16 zTemp[ 150 ];
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swprintf( zTemp, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ pObj->usItem ], ItemNames[ pSoldier->inv[ HEAD2POS ].usItem ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
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if (gpItemPointer)
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{
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CHAR16 zTemp[150];
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swprintf(zTemp, Message[STR_CANT_USE_TWO_ITEMS], ItemNames[pObj->usItem], ItemNames[pSoldier->inv[HEAD2POS].usItem]);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp);
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}
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return( FALSE );
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}
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}
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@@ -6671,10 +6674,13 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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{
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if ( !CompatibleFaceItem( pObj->usItem, pSoldier->inv[ HEAD1POS ].usItem ) )
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{
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CHAR16 zTemp[ 150 ];
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swprintf( zTemp, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ pObj->usItem ], ItemNames[ pSoldier->inv[ HEAD1POS ].usItem ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
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if (gpItemPointer)
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{
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CHAR16 zTemp[150];
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swprintf(zTemp, Message[STR_CANT_USE_TWO_ITEMS], ItemNames[pObj->usItem], ItemNames[pSoldier->inv[HEAD1POS].usItem]);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp);
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}
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return( FALSE );
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}
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}
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@@ -6634,6 +6634,8 @@ void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
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{
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if(CanItemFitInPosition(pTeamSoldier, &pTeamSoldier->inv[slotToUse], swapSlot, TRUE))
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SwapObjs( pTeamSoldier, slotToUse, pGoggles, TRUE );
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else if (swapSlot == HELMETPOS)
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SwapObjs(pTeamSoldier, slotToUse, pGoggles, TRUE);
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else if((pTeamSoldier->inv[HELMETPOS].exists()== true && pTeamSoldier->inv[HELMETPOS].AttachObject(pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE)) ||
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AutoPlaceObject(pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE))
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[slotToUse], 1, pTeamSoldier, slotToUse);
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