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- New Feature: Block iron sights (by Flugente)
o if a gun/attachment has the boolean tag <BlockIronSight> in Items.xml, a gun's iron sights wont be selectable while selecting scope modes. o if using dual weapons, only iron sights can be used o new attachmentclass: AC_IRONSIGHT (4194304) for attachable iron sights (display on gun is different from reflex sights, no other differences... yet) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5291 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -648,10 +648,10 @@ extern OBJECTTYPE gTempObject;
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#define AC_DETONATOR 0x00010000 //65536
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#define AC_BATTERY 0x00020000 //131072
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#define AC_EXTENDER 0x00040000 //262144
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#define AC_SLING 0x00080000 //524288
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#define AC_REMOTEDET 0x00100000 //1048576
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#define AC_DEFUSE 0x00200000 //2097152
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#define AC_MISC11 0x00400000 //4194304
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#define AC_SLING 0x00080000 //524288 // rifle sling
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#define AC_REMOTEDET 0x00100000 //1048576 // remote detonator for bombs
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#define AC_DEFUSE 0x00200000 //2097152 // defuse item for bombs
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#define AC_IRONSIGHT 0x00400000 //4194304 // for attachable Iron Sights
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#define AC_MISC12 0x00800000 //8388608
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#define AC_MISC13 0x01000000 //16777216
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#define AC_MISC14 0x02000000 //33554432
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@@ -954,6 +954,8 @@ typedef struct
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UINT32 drugtype; // this flagmask determines what different components are used in a drug, which results in different effects
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BOOLEAN blockironsight; // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
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} INVTYPE;
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// CHRISL: Added new structures to handle LBE gear and the two new XML files that will be needed to deal
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