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New feature: transport groups (#172)
https://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=365395
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@@ -3590,6 +3590,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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case NPC_ACTION_SEND_SOLDIERS_TO_BALIME:
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case NPC_ACTION_GLOBAL_OFFENSIVE_1:
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case NPC_ACTION_GLOBAL_OFFENSIVE_2:
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case NPC_ACTION_DEPLOY_TRANSPORT_GROUP:
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break;
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case NPC_ACTION_TRIGGER_QUEEN_BY_SAM_SITES_CONTROLLED:
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@@ -1220,6 +1220,10 @@ typedef struct
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BOOLEAN fProvidesRobotLaserBonus;
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//shadooow: bitflag controlling what system needs to be in play for item to appear
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UINT8 usLimitedToSystem;
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// rftr: the progress bounds that allow a transport group to drop an item
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INT8 iTransportGroupMinProgress;
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INT8 iTransportGroupMaxProgress;
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} INVTYPE;
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@@ -2469,7 +2469,9 @@ void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot
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OBJECTTYPE *pObj = &( pSoldier->inv[ iInvSlot ] );
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// if it's ammo
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if ( Item[ pObj->usItem ].usItemClass == IC_AMMO )
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if ( Item[ pObj->usItem ].usItemClass == IC_AMMO
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&& Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_BOX
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&& Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_CRATE)
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{
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//don't drop all the clips, just a random # of them between 1 and how many there are
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pObj->ubNumberOfObjects = ( UINT8 ) ( 1 + Random( pObj->ubNumberOfObjects ) );
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@@ -387,6 +387,10 @@ enum
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NPC_ACTION_GLOBAL_OFFENSIVE_1,
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NPC_ACTION_GLOBAL_OFFENSIVE_2,
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// rftr: transport groups
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NPC_ACTION_DEPLOY_TRANSPORT_GROUP,
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NPC_ACTION_RETURN_TRANSPORT_GROUP,
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NPC_ACTION_RECRUIT_PROFILE_TO_EPC = 700,
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NPC_ACTION_UNRECRUIT_EPC = 701,
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