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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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@@ -4446,10 +4446,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else if ( fAlt )
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{
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/*// Flugente: spawn items while debugging
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// Flugente: spawn items while debugging
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if ( gusSelectedSoldier != NOBODY )
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{
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static UINT16 usitem = 269;
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static UINT16 usitem = 1623;
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static INT16 status = 100;
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static FLOAT temperature = 0.0;
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@@ -4465,7 +4465,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( !AutoPlaceObject( MercPtrs[ gusSelectedSoldier ], &newobj, FALSE ) )
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AddItemToPool( MercPtrs[ gusSelectedSoldier ]->sGridNo, &newobj, 1, 0, 0, -1 );
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}*/
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}
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}
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else
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{
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