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Fix for clock problem when dual wield or auto-fire causes a soldier to turn on the first shot but knocks him down on a successive shot
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7724,7 +7724,12 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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if ( pSoldier )
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{
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pSoldier->bNumPelletsHitBy = 0;
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pSoldier->fGettingHit = FALSE;
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if ( !( pSoldier->uiStatusFlags & SOLDIER_TURNINGFROMHIT ) )
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{
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// 0verhaul: This is an ugly hack. I don't like it, but until I figure out a better solution
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// for turning from a hit, it's the only way to not stop a soldier in mid-turn.
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pSoldier->fGettingHit = FALSE;
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}
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if (pSoldier->ubAttackerID != NOBODY )
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{
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