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New feature: random items allow spawn not themselves, but an item from a brad selection
- specify random items in RandomItems.xml - when the game creates a random item, it searches all vialbe items according to random item class and picks one randomly - this allows mappers to place items in maps that are more independent of the xml-set used, however the random items themselves msut be the same in map&mod - can also be used to broaden the enemy gun/item choices selection - for more reference, see http://www.bears-pit.com/board/ubbthreads.php/topics/310793.html#Post310793 FIX: sector curfew value was interpreted wrong git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5594 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1037,6 +1037,11 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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// the weapon class here ranges from 1 to 11, so subtract 1 to get a gun level
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usGunIndex = SelectStandardArmyGun( (UINT8) (bWeaponClass - 1));
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// Flugente: random items
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UINT16 newitemfromrandom = 0;
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if ( GetItemFromRandomItem(usGunIndex, &newitemfromrandom) )
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usGunIndex = newitemfromrandom;
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//WarmSteel - Removed the attachment check here. why check twice anyway?
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//Now, we have chosen all of the correct items. Now, we will assign them into the slots.
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//Because we are dealing with enemies, automatically give them full ammo in their weapon.
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@@ -3437,6 +3442,11 @@ UINT16 PickARandomItem(UINT8 typeIndex, UINT8 maxCoolness, BOOLEAN getMatchingCo
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}
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usItem = gArmyItemChoices[ typeIndex ].bItemNo[ uiChoice ];
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// Flugente: random items
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UINT16 newitemfromrandom = 0;
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if ( GetItemFromRandomItem(usItem, &newitemfromrandom) )
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usItem = newitemfromrandom;
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pickItem = FALSE;
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if (usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem))
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