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Gear templates: multiple ammo item choices are possible via wildcards, but if item is a match, use ammo specified there
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8449 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9671,7 +9671,9 @@ void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name )
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if ( (*it).slot == slot && (*it).ammoitem != NOTHING && ( (*it).item == pObj->usItem || (*it).item == NOTHING ) )
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{
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ammoitem = (*it).ammoitem;
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break;
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if ( (*it).item == pObj->usItem )
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break;
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}
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}
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@@ -4334,7 +4334,7 @@ void HandleExplosionWarningAnimations( )
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}
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else
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{
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// if condition'S don't apply, deactivate skill. This will cause it to update to status changes very fast
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// if conditions don't apply, deactivate skill. This will cause it to update to status changes very fast
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pSoldier->usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
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pSoldier->sFocusGridNo = NOWHERE;
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}
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@@ -4342,10 +4342,10 @@ void HandleExplosionWarningAnimations( )
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}
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// show riot shields
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SOLDIERTYPE* pSoldier;
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UINT16 cnt = gTacticalStatus.Team[0].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt, pSoldier++ )
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for ( UINT32 cnt = 0; cnt < TOTAL_SOLDIERS; ++cnt )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[cnt];
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
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{
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if ( (pSoldier->ubDirection == EAST ||
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