mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New Attachment: the rifle grenade device (<AttachmentClass>33554432</AttachmentClass>) acts as a GL on the barrel slot, but blocks all other firing modes, and uses up one bullet.
It is strongly advised not to use this in combination with other underbarrel GLs. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5537 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -665,7 +665,7 @@ extern OBJECTTYPE gTempObject;
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#define AC_IRONSIGHT 0x00400000 //4194304 // for attachable Iron Sights
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#define AC_FEEDER 0x00800000 //8388608 // allow external feeding
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#define AC_MODPOUCH 0x01000000 //16777216 // for new modular pouches
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#define AC_MISC14 0x02000000 //33554432
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#define AC_RIFLEGRENADE 0x02000000 //33554432 // rifle grenades are oneshot grenade launchers that launch themselves (and need bullet)
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#define AC_MISC15 0x04000000 //67108864
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#define AC_MISC16 0x08000000 //134217728
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#define AC_MISC17 0x10000000 //268435456
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+100
-25
@@ -1959,11 +1959,16 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
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OBJECTTYPE* FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (ValidLaunchable( iter->usItem, usWeapon) && iter->exists())
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if (pObj->exists() == true)
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{
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() )
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{
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return &(*iter);
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if (ValidLaunchable( iter->usItem, usWeapon) )
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{
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return &(*iter);
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}
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}
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}
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}
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@@ -2282,7 +2287,7 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
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{
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for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
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{
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if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, AC_GRENADE|AC_ROCKET|AC_MODPOUCH ) )
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if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, (AC_GRENADE|AC_ROCKET|AC_MODPOUCH) ) )
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{//Search for identical attachments unless we're dealing with rifle grenades
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//DBrot: or pouches
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fSameItem = TRUE;
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@@ -4875,6 +4880,26 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
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}
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}
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}*/
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// Flugente: if this is a gun that we have in our first hand and it has a rifle grenade device
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if ( pSoldier && HasAttachmentOfClass( this, AC_RIFLEGRENADE) && Item[this->usItem].usItemClass == IC_GUN && this == &(pSoldier->inv[ HANDPOS ]) )
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{
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// get rifle grenade device
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OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( this );
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// if it exists...
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if ( pRifleGrenadeDeviceObj )
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{
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// check if it now has a launchable grenade attached
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OBJECTTYPE* pRiflefileGrenade = FindLaunchableAttachment( this, pRifleGrenadeDeviceObj->usItem);
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// if that grenade is of the same type as the item we attached, adjust firing mode
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if ( pRiflefileGrenade && pRiflefileGrenade->usItem == attachmentObject.usItem )
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{
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pSoldier->bWeaponMode = WM_ATTACHED_GL;
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}
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}
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}
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}
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}
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@@ -11402,12 +11427,14 @@ INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj )
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BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
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{
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if (pObj->exists() == true) {
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if (pObj->exists() == true)
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{
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if (Item[pObj->usItem].grenadelauncher )
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return TRUE;
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for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
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if (Item[iter->usItem].grenadelauncher && iter->exists() )
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for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
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{
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if (iter->exists() && (Item[iter->usItem].grenadelauncher || IsAttachmentClass( iter->usItem, AC_RIFLEGRENADE ) ) )
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{
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return TRUE;
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}
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@@ -11418,12 +11445,26 @@ BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
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OBJECTTYPE* FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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if (pObj->exists() == true)
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{
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// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() )
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{
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if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
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{
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return &(*iter);
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}
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}
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}
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if (Item[pObj->usItem].grenadelauncher )
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return pObj;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].grenadelauncher && iter->exists() )
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].grenadelauncher )
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{
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return( &(*iter) );
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}
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@@ -11431,14 +11472,29 @@ OBJECTTYPE* FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
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}
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return( 0 );
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}
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INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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if (pObj->exists() == true)
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{
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// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() )
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{
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if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
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{
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return( (*iter)[0]->data.objectStatus );
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}
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}
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}
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if (Item[pObj->usItem].grenadelauncher )
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return (*pObj)[0]->data.objectStatus;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].grenadelauncher && iter->exists())
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].grenadelauncher )
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{
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return( (*iter)[0]->data.objectStatus );
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}
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@@ -11446,14 +11502,29 @@ INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
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}
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return( ITEM_NOT_FOUND );
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}
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UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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if (pObj->exists() == true)
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{
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// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() )
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{
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if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
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{
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return( (UINT16) Item[iter->usItem].uiIndex );
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}
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}
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}
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if (Item[pObj->usItem].grenadelauncher )
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return pObj->usItem;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].grenadelauncher && iter->exists())
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].grenadelauncher )
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{
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return( (UINT16) Item[iter->usItem].uiIndex );
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}
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@@ -11466,8 +11537,9 @@ UINT16 GetAttachedUnderBarrel( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if ((Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) ) && iter->exists())
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) ))
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{
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return( (UINT16) Item[iter->usItem].uiIndex );
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}
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@@ -11479,8 +11551,9 @@ BOOLEAN IsUnderBarrelAttached( OBJECTTYPE * pObj, UINT8 subObject )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists() )
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for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
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{
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return TRUE;
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}
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@@ -11493,8 +11566,9 @@ OBJECTTYPE* FindAttachment_UnderBarrel( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists() )
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
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{
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return( &(*iter) );
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}
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@@ -11507,8 +11581,9 @@ INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj )
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{
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if (pObj->exists() == true) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists())
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
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{
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return( (*iter)[0]->data.objectStatus );
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}
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@@ -12995,6 +12995,16 @@ void SOLDIERTYPE::ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, U
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this->bWeaponMode = WM_AUTOFIRE;
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this->bDoAutofire = 1;
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}
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// Flugente: if using a rifle grenade device, and a grenade i equipped, only grenade launching is allowed
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if ( HasAttachmentOfClass( &(this->inv[HANDPOS]), AC_RIFLEGRENADE) )
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{
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OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( &(this->inv[HANDPOS]) );
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if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( &(this->inv[HANDPOS]), pRifleGrenadeDeviceObj->usItem) )
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this->bWeaponMode = WM_ATTACHED_GL;
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}
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if ( Item[ usNewItem ].twohanded && Weapon[ usNewItem ].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
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this->bScopeMode = USE_ALT_WEAPON_HOLD;
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else
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@@ -2632,6 +2632,16 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
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if ( pSoldier->bWeaponMode == WM_ATTACHED_GL )
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{
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// Flugente: if using a rifle grenade, only allow firing if there is a bullet in the gun's magazine (required for firing)
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if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_RIFLEGRENADE) )
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{
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OBJECTTYPE* pObj = &(pSoldier->inv[HANDPOS]);
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if ( (*pObj)[0]->data.gun.ubGunShotsLeft> 0 )
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return( TRAJECTORYCURS );
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else
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return( INVALIDCURS );
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}
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return( TRAJECTORYCURS );
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}
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if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || ( pSoldier->bWeaponMode == WM_BURST && Item[pSoldier->inv[HANDPOS].usItem].grenadelauncher ) )
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+41
-5
@@ -3803,8 +3803,8 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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OBJECTTYPE Launchable;
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OBJECTTYPE * pObj;
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UINT16 usItemNum;
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INT32 iID;
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REAL_OBJECT *pObject;
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INT32 iID;
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REAL_OBJECT *pObject;
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UseLauncher, target = %d", sTargetGridNo) );
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usItemNum = pSoldier->usAttackingWeapon;
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@@ -3855,7 +3855,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
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{
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if ( iter->exists() && Item[ iter->usItem ].usItemClass & (IC_LAUNCHER|IC_LAUNCHER) )
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if ( iter->exists() && Item[ iter->usItem ].usItemClass & IC_LAUNCHER )
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{
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pgunobj = &(*iter);
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break;
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@@ -3885,6 +3885,16 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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GunIncreaseHeat( pgunobj );
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// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
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if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
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{
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if ( (*pObj)[0]->data.gun.ubGunShotsLeft> 0 )
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(*pObj)[0]->data.gun.ubGunShotsLeft--;
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// increase heat, as we 'fired' a bullet
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GunIncreaseHeat( pObj );
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}
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if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
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{
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if (Item[ usItemNum ].usItemClass == IC_GUN )
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@@ -10435,6 +10445,22 @@ BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode bWpnMode, SOLDIE
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("IsGunWeaponModeCapable: weapon mode=%d",bWpnMode));
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// Flugente: if have a riflegrenade device attached, and that thing has a launchable grenade, block all other firing modes
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if ( HasAttachmentOfClass(pObject, AC_RIFLEGRENADE) )
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{
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OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher(pObject);
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if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( pObject, pRifleGrenadeDeviceObj->usItem) )
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{
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if ( bWpnMode == WM_ATTACHED_GL )
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{
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return TRUE;
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}
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else
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return FALSE;
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}
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}
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switch(bWpnMode)
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{
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case WM_NORMAL:
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@@ -10453,11 +10479,11 @@ BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode bWpnMode, SOLDIE
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// return (FindAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 );
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//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]) )) != 0 );
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return (!Item[pObject->usItem].grenadelauncher && IsGrenadeLauncherAttached( pObject ) && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject )) != 0 );
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return ( (!Item[pObject->usItem].grenadelauncher && !IsAttachmentClass(pObject->usItem, AC_RIFLEGRENADE) ) && IsGrenadeLauncherAttached( pObject ) && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject )) != 0 );
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case WM_ATTACHED_GL_BURST:
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//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[ubHandPos])].ubShotsPerBurst > 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]))) != 0 );
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return (!Item[pObject->usItem].grenadelauncher && IsGrenadeLauncherAttached( pObject ) && Weapon[GetAttachedGrenadeLauncher(pObject)].ubShotsPerBurst > 0 && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject)) != 0 );
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return ( (!Item[pObject->usItem].grenadelauncher && !HasAttachmentOfClass( pObject, AC_RIFLEGRENADE ) ) && IsGrenadeLauncherAttached( pObject ) && Weapon[GetAttachedGrenadeLauncher(pObject)].ubShotsPerBurst > 0 && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject)) != 0 );
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case WM_ATTACHED_GL_AUTO:
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return FALSE;
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@@ -11053,6 +11079,16 @@ void ChangeWeaponMode( SOLDIERTYPE * pSoldier )
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pSoldier->bWeaponMode = WM_AUTOFIRE;
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else
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pSoldier->bWeaponMode = WM_NORMAL;
|
||||
|
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if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_RIFLEGRENADE) )
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{
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OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( &(pSoldier->inv[HANDPOS]) );
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if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( &(pSoldier->inv[HANDPOS]), pRifleGrenadeDeviceObj->usItem) )
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||||
{
|
||||
pSoldier->bWeaponMode = WM_ATTACHED_GL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Changed by ADB, rev 1513
|
||||
|
||||
Reference in New Issue
Block a user