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BUGFIX 482 - Corrected several variable definitions so that large mag capacity is better supported.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4478 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-4
@@ -5835,7 +5835,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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{
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if(!(gTacticalStatus.uiFlags & INCOMBAT))
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{
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INT16 magSize, ubShotsLeft;
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UINT16 magSize, ubShotsLeft;
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OBJECTTYPE tempClip;
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OBJECTTYPE tempStack;
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bool clipCreated;
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@@ -7119,7 +7119,7 @@ BOOLEAN CreateGun( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj )
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return( TRUE );
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}
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BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft )
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BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, UINT16 ubShotsLeft )
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{
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if (pObj == NULL)
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{
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@@ -7129,11 +7129,11 @@ BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft )
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pObj->usItem = usItem;
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pObj->ubNumberOfObjects = 1;
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//pObj->objectStack.resize(1);//not necessary due to init, here for code commenting
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if (ubShotsLeft < 0) {
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if (ubShotsLeft == 0) {
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(*pObj)[0]->data.ubShotsLeft = Magazine[ Item[usItem].ubClassIndex ].ubMagSize;
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}
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else {
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(*pObj)[0]->data.ubShotsLeft = (UINT8)ubShotsLeft;
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(*pObj)[0]->data.ubShotsLeft = ubShotsLeft;
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}
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//WarmSteel - Init attachment slots.
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if(UsingNewAttachmentSystem()==true)
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