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@@ -2846,7 +2846,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( FindWindowJumpDirection( lSoldier, lSoldier->sGridNo, lSoldier->ubDirection, &bDirection ) )
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{
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if((UsingNewInventorySystem() == true) && lSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && lSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)lSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[lSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[lSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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{
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//Moa: no jumping with backpack
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//sAPCost = GetAPsToJumpThroughWindows( lSoldier, TRUE );
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@@ -2916,7 +2920,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( fNearLowerLevel )
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{
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// No climbing when wearing a backpack!
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, TRUE ), GetBPsToClimbRoof( pjSoldier, TRUE ), FALSE ) )
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@@ -2927,7 +2935,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( fNearHeigherLevel )
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{
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// No climbing when wearing a backpack!
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, FALSE ), GetBPsToClimbRoof( pjSoldier, FALSE ), FALSE ) )
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@@ -2939,7 +2951,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// Jump over fence
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if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
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{
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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{
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//Moa: no jumping whith backpack
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//sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
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@@ -2963,7 +2979,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if (gGameExternalOptions.fCanClimbOnWalls == TRUE)
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{
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// No climbing when wearing a backpack!
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( FindWallJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
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@@ -6991,7 +7011,11 @@ void HandleTBJump( void )
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if ( fNearLowerLevel )
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{
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// CHRISL: Turn off manual jumping while wearing a backpack
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if(UsingNewInventorySystem() == true && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if (UsingNewInventorySystem() == true && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, TRUE ), GetBPsToClimbRoof( pjSoldier, TRUE ), FALSE ) )
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@@ -7003,7 +7027,11 @@ void HandleTBJump( void )
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if ( fNearHeigherLevel )
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{
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// No climbing when wearing a backpack!
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( EnoughPoints( pjSoldier, GetAPsToClimbRoof( pjSoldier, FALSE ), GetBPsToClimbRoof( pjSoldier, FALSE ), FALSE ) )
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@@ -7015,7 +7043,11 @@ void HandleTBJump( void )
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// Jump over fence
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if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
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{
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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{
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sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
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sBPCost = GetBPsToJumpFence( pjSoldier, TRUE );
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@@ -7038,7 +7070,11 @@ void HandleTBJump( void )
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if ( FindWallJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
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{
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// No climbing when wearing a backpack!
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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return;
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if ( EnoughPoints( pjSoldier, GetAPsToJumpWall( pjSoldier, FALSE ), GetBPsToJumpWall( pjSoldier, FALSE ), FALSE ) )
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@@ -7062,7 +7098,11 @@ void HandleTBJumpThroughWindow( void ){
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{
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if ( FindWindowJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->ubDirection, &bDirection ) )
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{
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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if ((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pjSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pjSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pjSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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{
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sAPCost = GetAPsToJumpThroughWindows( pjSoldier, TRUE );
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sBPCost = GetBPsToJumpThroughWindows( pjSoldier, TRUE );
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