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Improved r8460 fix: also check for incorrect ammo item.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8917 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+3
-2
@@ -3424,7 +3424,8 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
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CreateAmmo((*pGun)[subObject]->data.gun.usGunAmmoItem, &gTempObject, (*pGun)[subObject]->data.gun.ubGunShotsLeft);
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CreateAmmo((*pGun)[subObject]->data.gun.usGunAmmoItem, &gTempObject, (*pGun)[subObject]->data.gun.ubGunShotsLeft);
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// Flugente: safety check: if object is broken, wipe it
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// Flugente: safety check: if object is broken, wipe it
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if ( gTempObject.usItem == NOTHING )
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// sevenfm: also check for incorrect ammo item
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if (gTempObject.usItem == NOTHING || !(Item[gTempObject.usItem].usItemClass & IC_AMMO))
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gTempObject.initialize( );
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gTempObject.initialize( );
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if (fSameMagazineSize)
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if (fSameMagazineSize)
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@@ -3533,7 +3534,7 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
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}
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}
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}
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}
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//CHRIS: This should reset the number of bullest moved to what we can actually afford when loading loose rounds
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//CHRIS: This should reset the number of bullets moved to what we can actually afford when loading loose rounds
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if(Weapon[pGun->usItem].swapClips == 0 && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
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if(Weapon[pGun->usItem].swapClips == 0 && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
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{
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{
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if(fEnoughAPs)
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if(fEnoughAPs)
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