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-added callahan's fix for HE ammo not exploding
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@339 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -222,10 +222,13 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
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// Double check that we are using an explosive!
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if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) )
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{
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return;
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}
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// callahan start
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// this would completely stop any HE gunfire, so it has to die
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// if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) )
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// {
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// return;
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// }
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// callahan end
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// Increment attack counter...
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@@ -246,16 +249,18 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
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ExpParams.uiFlags = EXPLOSION_FLAG_USEABSPOS;
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ExpParams.ubOwner = ubOwner;
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//ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
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// marke had to hardcode animation caused by lack of ability to load anim out of gun ammo-explosives from here
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// callahan start
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// animation is now properly extracted from explosives.xml
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if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) )
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{
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ExpParams.ubTypeID = 2;
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ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
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// return;
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}
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else
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{
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ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
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}
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// callahan end
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ExpParams.sX = sX;
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ExpParams.sY = sY;
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