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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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@@ -9762,7 +9762,8 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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DequeueAllDemandGameEvents( TRUE );
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// if we're in realtime, turn off the attacker's muzzle flash at this point
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if ( !(gTacticalStatus.uiFlags & INCOMBAT) && pSoldier )
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// sevenfm: always stop muzzle flash at the end of attack
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if (pSoldier) // &&!(gTacticalStatus.uiFlags & INCOMBAT)
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{
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EndMuzzleFlash( pSoldier );
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}
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