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- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total. - If there's a free pocket slot and enough space -> attach item and enable pocket. - for further description, see Doc/Design Document- MOLLE.txt git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
83 lines
2.1 KiB
C
83 lines
2.1 KiB
C
#include "BuildDefines.h"
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#ifdef JA2EDITOR
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#ifndef __EDIT_SYS_H
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#define __EDIT_SYS_H
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#define SMALLBRUSH 0
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#define MEDIUMBRUSH 1
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#define LARGEBRUSH 2
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#define NO_BANKS 0
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#define DRAW_BANKS 1
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#define DRAW_BANK_WATER 2
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#define DRAW_ERASE 3
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#define NO_CLIFFS 0
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#define DRAW_CLIFFS 1
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#define DRAW_CLIFF_LAND 2
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extern BOOLEAN gfWarning;
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extern BOOLEAN gfDoFill;
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extern UINT16 CurrentPaste;
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extern UINT16 gDebrisPaste;
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extern UINT16 gChangeElevation;
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extern UINT16 CurrentStruct;
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extern UINT32 gDoBanks;
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extern UINT32 gDoCliffs;
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void EraseMapTile( INT32 iMapIndex );
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void QuickEraseMapTile( INT32 iMapIndex );
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void DeleteStuffFromMapTile( INT32 iMapIndex );
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void PasteDebris( INT32 iMapIndex );
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void PasteStructure( INT32 iMapIndex );
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void PasteStructure1( INT32 iMapIndex );
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void PasteStructure2( INT32 iMapIndex );
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void PasteStructureCommon( INT32 iMapIndex );
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void PasteSingleWall( INT32 iMapIndex );
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void PasteSingleDoor( INT32 iMapIndex );
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void PasteSingleWindow( INT32 iMapIndex );
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void PasteSingleRoof( INT32 iMapIndex );
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void PasteSingleBrokenWall( INT32 iMapIndex );
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void PasteSingleDecoration( INT32 iMapIndex );
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void PasteSingleDecal( INT32 iMapIndex );
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void PasteSingleFloor( INT32 iMapIndex );
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void PasteSingleToilet( INT32 iMapIndex );
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void PasteRoomNumber( INT32 iMapIndex, UINT16 usRoomNumber );
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void PasteSingleWallCommon( INT32 iMapIndex );
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UINT16 GetRandomIndexByRange( UINT16 usRangeStart, UINT16 usRangeEnd );
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UINT16 GetRandomTypeByRange( UINT16 usRangeStart, UINT16 usRangeEnd );
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void PasteFloor( INT32 iMapIndex, UINT16 usFloorIndex , BOOLEAN fReplace);
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void PasteBanks( INT32 iMapIndex, UINT16 usStructIndex, BOOLEAN fReplace );
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void PasteRoads( INT32 iMapIndex );
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void PasteCliffs( INT32 iMapIndex, UINT16 usStructIndex , BOOLEAN fReplace);
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void PasteTexture( INT32 iMapIndex );
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void PasteTextureCommon( INT32 iMapIndex );
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void PasteHigherTexture( INT32 iMapIndex, UINT32 fNewType );
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//dnl ch3 230909
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void RaiseWorldLand(void);
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void RaiseWorldLandOld(void);
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void EliminateObjectLayerRedundancy();
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#endif
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#endif
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