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Merged Multi Player Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -66,8 +66,8 @@
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#include "connect.h"
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#include "fresh_header.h"
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#define NO_JUMP 0
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#define MAX_ANIFRAMES_PER_FLASH 2
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//#define TIME_FOR_RANDOM_ANIM_CHECK 10
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@@ -367,8 +367,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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SFireWeapon.sTargetGridNo = pSoldier->sTargetGridNo;
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SFireWeapon.bTargetLevel = pSoldier->bTargetLevel;
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SFireWeapon.bTargetCubeLevel= pSoldier->bTargetCubeLevel;
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if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) )
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{//only carry on if own werc
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AddGameEvent( S_FIREWEAPON, 0, &SFireWeapon );
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//hayden
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if(is_server || (is_client && pSoldier->ubID <20) ) send_fireweapon( &SFireWeapon );
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}
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//DIGICRAB: Burst UnCap
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//Loop around in the animation if we still have burst rounds to fire
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if (pSoldier->bDoBurst && (pSoldier->bDoBurst <= ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS]))) || (( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst <= Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst)) ))
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@@ -3209,6 +3214,12 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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if ( pSoldier->stats.bLife == 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
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{
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// Haydent
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if (is_networked)
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//send death info
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send_death(pSoldier);//quickfix
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// Cancel services here...
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pSoldier->ReceivingSoldierCancelServices( );
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pSoldier->GivingSoldierCancelServices( );
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