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Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -995,7 +995,7 @@ void UpdateSMPanel( )
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else
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{
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// Enable some buttons!
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if ( IsGunAutofireCapable( gpSMCurrentMerc, HANDPOS ) || IsGunBurstCapable( gpSMCurrentMerc, HANDPOS , FALSE ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) )
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if ( ((IsGunAutofireCapable( gpSMCurrentMerc, HANDPOS ) || IsGunBurstCapable( gpSMCurrentMerc, HANDPOS , FALSE )) && !Weapon[gpSMCurrentMerc->inv[HANDPOS].usItem].NoSemiAuto ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) )
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{
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EnableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
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}
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@@ -5988,9 +5988,18 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
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// if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode
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if ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )&& !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ]) ) )
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{
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pSoldier->bWeaponMode = WM_NORMAL;
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pSoldier->bDoBurst = FALSE;
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pSoldier->bDoAutofire = 0;
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if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
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{
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pSoldier->bWeaponMode = WM_NORMAL;
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pSoldier->bDoBurst = FALSE;
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pSoldier->bDoAutofire = 0;
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}
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else
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{
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pSoldier->bWeaponMode = WM_AUTOFIRE;
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pSoldier->bDoBurst = TRUE;
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pSoldier->bDoAutofire = 1;
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}
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}
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// if he is loaded tactically
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@@ -6016,9 +6025,18 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
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// as a minimum
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if ( (Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_WEAPON) && GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]) == 0 )
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{
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pSoldier->bDoBurst = FALSE;
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pSoldier->bWeaponMode = WM_NORMAL;
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pSoldier->bDoAutofire = 0;
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if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
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{
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pSoldier->bWeaponMode = WM_NORMAL;
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pSoldier->bDoBurst = FALSE;
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pSoldier->bDoAutofire = 0;
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}
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else
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{
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pSoldier->bWeaponMode = WM_AUTOFIRE;
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pSoldier->bDoAutofire = 1;
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pSoldier->bDoBurst = TRUE;
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}
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}
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}
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}
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