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Enhancements of the MOLLE Feature (by DepressivesBrot):
- Added: Separate message for 'no space' (used 'already there' as a placeholder before) - Fixed: Exchanging attachments when we are near capacity for the carrier - Fixed: The LBE shown in the description box now changes as well and as soon as you add/remove an attachment - Changed: The attachment now transfers the first non-zero pocket to the carrier instead of simply the first - Added: Tooltips now show the currently used and the available space of a carrier. - Added: A modifier for the explosive damage in confined spaces (by DepressivesBrot). Implemented on a per-item basis using the new float tag <bIndoorModifier> in Explosives.xml (0.5 means 150% damage, 1.0 means 200% etc.) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5552 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7553,6 +7553,9 @@ void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject )
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if(sX != 0 && sY != 0)
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiAttachmentSlot, LBEInvPocketXY[cnt].fBigPocket, sX-7, sY-1, VO_BLT_SRCTRANSPARENCY, NULL );
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lbePocket = LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[icPocket[pocketKey[cnt]]];
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if( lbePocket == 0 && LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, icPocket[pocketKey[cnt]]))
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lbePocket = GetPocketFromAttachment(&pSoldier->inv[icLBE[pocketKey[cnt]]], icPocket[pocketKey[cnt]]);
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pObject = NULL;
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if(wornItem == true)
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{
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@@ -12022,7 +12025,11 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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swprintf( pStr2, L" [%s]", gMercProfiles[ (*pObject)[subObject]->data.ubImprintID ].zNickname );
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wcscat( pStr, pStr2 );
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}
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if ( Item[usItem].usItemClass == IC_LBEGEAR){
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CHAR16 plbeStr[20];
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swprintf( plbeStr, L"\n%s %d/%d", gWeaponStatsDesc[19], GetVolumeAlreadyTaken(pObject, -1), LoadBearingEquipment[Item[usItem].ubClassIndex].lbeAvailableVolume);
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wcscat( pStr, plbeStr );
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}
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// Add attachment string....
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CHAR16 attachString[ 300 ];
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