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new feature: after throwing knives, put any throwing knife class item from second hand into main hand
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9037 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2895,6 +2895,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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{
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// Here, remove the knife... or (for now) rocket launcher
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pSoldier->inv[ HANDPOS ].RemoveObjectsFromStack(1);
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//shadooow: if we have another throwing knife in second hand, move it to main hand
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if (pSoldier->inv[SECONDHANDPOS].exists() && (Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_THROWING_KNIFE))
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{
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SwapObjs(pSoldier, SECONDHANDPOS, HANDPOS, TRUE);
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}
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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else if ( Item[usUBItem].rocketlauncher )
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@@ -3652,6 +3657,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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{
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// Here, remove the knife... or (for now) rocket launcher
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pSoldier->inv[ HANDPOS ].RemoveObjectsFromStack(1);
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//shadooow: if we have another throwing knife in second hand, move it to main hand
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if (pSoldier->inv[SECONDHANDPOS].exists() && (Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_THROWING_KNIFE))
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{
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SwapObjs(pSoldier, SECONDHANDPOS, HANDPOS, TRUE);
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}
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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else if ( Item[usUBItem].rocketlauncher )
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