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Strip clothes: drop item to soldier's level if no place in inventory.
HandleTalkInit: - use SoldierToSoldierLineOfSightTest to check sight to person - increased talking range for militia to TACTICAL_RANGE When checking if radio set equipped for using with militia command feature, don't check for AP_RADIO as the game will deduct AP_TALK when giving order. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8942 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -16570,7 +16570,7 @@ void SOLDIERTYPE::Strip()
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{
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CreateItem( vestitem, 100, &gTempObject );
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if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
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AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
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AddItemToPool( this->sGridNo, &gTempObject, 1, this->pathing.bLevel, 0, -1 );
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
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@@ -16583,7 +16583,7 @@ void SOLDIERTYPE::Strip()
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{
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CreateItem( pantsitem, 100, &gTempObject );
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if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
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AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
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AddItemToPool(this->sGridNo, &gTempObject, 1, this->pathing.bLevel, 0, -1);
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
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@@ -18509,7 +18509,7 @@ BOOLEAN SOLDIERTYPE::CanUseRadio( BOOLEAN fCheckForAP )
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if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT ) )
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return FALSE;
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// if we check wether we have enough AP, exit if we don't
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// if we check whether we have enough AP, exit if we don't
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if ( fCheckForAP && !EnoughPoints( this, APBPConstants[AP_RADIO], 0, FALSE ) )
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return FALSE;
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@@ -22706,7 +22706,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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}
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else
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{
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// no gasmask is worn, and both faceslots are occupied - remove the item in slot 2 and put the gasmask there
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// no gasmask is worn, and both face slots are occupied - remove the item in slot 2 and put the gasmask there
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AddItemToPool( pSoldier->sGridNo, &(pSoldier->inv[HEAD2POS]), 1, pSoldier->pathing.bLevel, 0, -1 );
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success = PlaceObject( pSoldier, HEAD2POS, pObj );
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