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Cleaned up attachment removal code
Fixed rare issue with squads and movement groups not being defined at game start. Fixed wrong type declarations in header files git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8407 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5108,7 +5108,7 @@ void SortSectorInventoryEmptyLBE() {
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void SortSectorInventorySeparateAttachments()
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{
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// attachment ref and pointer
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OBJECTTYPE gTempObject;
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//OBJECTTYPE gTempObject;
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OBJECTTYPE * gpTempObject = NULL;
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// current item
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@@ -5143,15 +5143,7 @@ void SortSectorInventorySeparateAttachments()
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//WarmSteel - This actually still works with NAS, be it by accident
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if (gpTempObject != NULL && pInventoryItem->object.RemoveAttachment(gpTempObject, pNewObj, x))
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{
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// Bob: sanity check! I think RemoveAttachment shouldn't be used like it was here.
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if (gpTempObject->usItem > 0 && (gpTempObject->ubNumberOfObjects != 1 || gpTempObject->usItem > MAXITEMS || gpTempObject->ubMission != 0)) {
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gpTempObject = pNewObj;
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}
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// Bob: not sure why was this a ref instead of a pointer,
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// I'll leave it here so it gets cleaned up when going out of scope
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// since DeleteObj() doesn't free all the memory
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gTempObject = *gpTempObject;
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gpTempObject = pNewObj;
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AutoPlaceObjectToWorld(pSoldier, gpTempObject, true);
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if (gpTempObject != NULL)
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