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Fixed delayed mode for grenades.
Changing delayed mode for grenade launcher only possible with DELAYED_GRENADE_EXPLOSION = FALSE. Minor code improvements and warning fixes. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8771 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9674,16 +9674,17 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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void ChangeWeaponMode( SOLDIERTYPE * pSoldier )
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{
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// ATE: Don't do this if in a fire amimation.....
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// ATE: Don't do this if in a fire animation.....
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if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE )
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{
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return;
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}
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// Flugente: if we are in a GL fire mode, switch between impact/delayed mode
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if ( ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) ||
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( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_LAUNCHER && !Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher) ) &&
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!pSoldier->usGLDelayMode )
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if (((pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) ||
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(Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_LAUNCHER && !Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher)) &&
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!pSoldier->usGLDelayMode &&
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!gGameExternalOptions.fDelayedGrenadeExplosion)
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{
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pSoldier->usGLDelayMode = 1;
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}
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