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-externalized assignment (repair, doctor, training) constants to ja2_options.ini, and added a few for good measure ;)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@432 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -331,6 +331,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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case 430:
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: case 430");
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// SHOOT GUN
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// MAKE AN EVENT, BUT ONLY DO STUFF IF WE OWN THE GUY!
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SFireWeapon.usSoldierID = pSoldier->ubID;
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@@ -714,6 +715,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst) || (pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS])))) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because burst size too large");
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fStop = TRUE;
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fFreeUpAttacker = TRUE;
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}
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@@ -721,6 +723,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// CHECK IF WE HAVE AMMO LEFT, IF NOT, END ANIMATION!
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if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because not enough ammo");
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fStop = TRUE;
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fFreeUpAttacker = TRUE;
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if ( pSoldier->bTeam == gbPlayerNum )
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@@ -734,6 +737,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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bWeaponJammed = CheckForGunJam( pSoldier );
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if ( bWeaponJammed == TRUE )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because weapon jammed");
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fStop = TRUE;
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fFreeUpAttacker = TRUE;
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// stop shooting!
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