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fix: flares will no longer explode when delayed but make light
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3997,7 +3997,7 @@ void HandleExplosionQueue( void )
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CallAvailableEnemiesTo( sGridNo );
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//RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, 0 );
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}
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else if ( (*pObj)[0]->data.misc.usBombItem == TRIP_FLARE )
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else if ( (*pObj)[0]->data.misc.usBombItem == TRIP_FLARE || Item[pObj->usItem].flare)
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{
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// sevenfm: changed pObj->usItem to Item[pObj->usItem].ubClassIndex as it should be correct explosives index
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// NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );
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