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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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@@ -1138,8 +1138,25 @@ typedef struct
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// Flugente: clothes type that 'links' to an entry in Clothes.xml
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UINT32 clothestype;
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// Flugente: a link to RandomItemsClass.xml. Out of such an item, a random object is created, depending on the entries in the xml
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UINT16 randomitem;
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INT8 randomitemcoolnessmodificator; // alters the allowed maximum coolness a random item can have
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} INVTYPE;
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// Flugente: move this to a better position
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typedef struct RANDOM_ITEM_CHOICE_TYPE
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{
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UINT16 uiIndex;
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//CHAR16 szName[80]; // name of this choice (not used ingame, only for readability)
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UINT16 randomitem[10]; // room to link to other random item choices
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UINT16 item[10]; // room for up to 10 items
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} RANDOM_ITEM_CHOICE_TYPE;
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extern RANDOM_ITEM_CHOICE_TYPE gRandomItemClass[200];
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// CHRISL: Added new structures to handle LBE gear and the two new XML files that will be needed to deal
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// with the IC pockets and the new inventory system.
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//DBrot: Increased the LBE combo to 32bit to allow for multiple combos (using a bitwise system)
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