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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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guiPendingOverrideEvent = M_ON_TERRAIN;
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HandleTacticalUI( );
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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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// UnPause time!
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UnLockPauseState();
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UnLockPauseState();
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@@ -9762,7 +9762,8 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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DequeueAllDemandGameEvents( TRUE );
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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 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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{
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EndMuzzleFlash( pSoldier );
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EndMuzzleFlash( pSoldier );
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}
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}
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@@ -992,6 +992,12 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
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pSoldier->usSoldierFlagMask2 |= SOLDIER_SPENT_AP;
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pSoldier->usSoldierFlagMask2 |= SOLDIER_SPENT_AP;
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pSoldier->StopChatting();
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pSoldier->StopChatting();
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// sevenfm: stop muzzle flash
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if (pSoldier->flags.fMuzzleFlash)
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{
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EndMuzzleFlash(pSoldier);
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}
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}
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}
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// in real time, there IS no AP cost, (only breath cost)
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// in real time, there IS no AP cost, (only breath cost)
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@@ -17946,6 +17946,12 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
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HandleInitialRedAlert( ENEMY_TEAM, FALSE );
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HandleInitialRedAlert( ENEMY_TEAM, FALSE );
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}
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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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if ( HasBackgroundFlag( BACKGROUND_EXP_UNDERGROUND ) && this->bSectorZ )
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++bExtraExpLevel;
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++bExtraExpLevel;
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