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Fix for grenades being put into inventory instead back into hand if the soldier is stopped from throwing it in middle of animation by game (interrupt/spotting another enemy).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9311 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -14183,15 +14183,26 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy )
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// OK, check if we were going to throw something, and give it back if so!
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if ( this->pTempObject != NULL && fFromSightingEnemy )
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{
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// Place it back into inv....
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AutoPlaceObject( this, this->pTempObject, FALSE );
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if ( this->pThrowParams->ubActionCode == THROW_ARM_ITEM )
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{
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if (!this->inv[HANDPOS].exists())
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{
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// put the one-handed weapon in the guy's hand...
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if (!PlaceObject(this, HANDPOS, this->pTempObject))
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{
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AutoPlaceObject(this, this->pTempObject, FALSE);
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}
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}
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//AXP 25.03.2007: Not needed anymore, grenade costs are only deducted on throwing the object
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//AXP 24.03.2007: Give APs back if we wanted to throw grenade, but interrupt/spotting occured
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//DeductPoints( this, -MinAPsToAttack( this, this->sTargetGridNo, FALSE ), 0 );
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}
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else
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{
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// Place it back into inv....
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AutoPlaceObject(this, this->pTempObject, FALSE);
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}
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//AXP 25.03.2007: Not needed anymore, grenade costs are only deducted on throwing the object
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//AXP 24.03.2007: Give APs back if we wanted to throw grenade, but interrupt/spotting occured
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//if ( this->pThrowParams->ubActionCode == THROW_ARM_ITEM )
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//{
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// DeductPoints( this, -MinAPsToAttack( this, this->sTargetGridNo, FALSE ), 0 );
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//}
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OBJECTTYPE::DeleteMe( &this->pTempObject );
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this->usPendingAnimation = NO_PENDING_ANIMATION;
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