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Experimental tweak: stop muzzle flash at the end of the attack, to allow visibility check and interrupt to work correctly.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8954 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6361,7 +6361,8 @@ UINT32 UIHandleLAEndLockOurTurn( UI_EVENT *pUIEvent )
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guiPendingOverrideEvent = M_ON_TERRAIN;
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HandleTacticalUI( );
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TurnOffTeamsMuzzleFlashes( gbPlayerNum );
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// sevenfm: stop muzzle flash in InternalReduceAttackBusyCount instead
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//TurnOffTeamsMuzzleFlashes( gbPlayerNum );
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// UnPause time!
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UnLockPauseState();
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