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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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@@ -17946,6 +17946,12 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
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HandleInitialRedAlert( ENEMY_TEAM, FALSE );
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}
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// sevenfm: stop muzzle flash
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if (this->flags.fMuzzleFlash)
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{
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EndMuzzleFlash(this);
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}
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if ( HasBackgroundFlag( BACKGROUND_EXP_UNDERGROUND ) && this->bSectorZ )
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++bExtraExpLevel;
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