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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
This commit is contained in:
+4
-4
@@ -5835,7 +5835,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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{
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{
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if(!(gTacticalStatus.uiFlags & INCOMBAT))
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if(!(gTacticalStatus.uiFlags & INCOMBAT))
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{
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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 tempClip;
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OBJECTTYPE tempStack;
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OBJECTTYPE tempStack;
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bool clipCreated;
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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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return( TRUE );
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}
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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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{
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if (pObj == NULL)
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if (pObj == NULL)
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{
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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->usItem = usItem;
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pObj->ubNumberOfObjects = 1;
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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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//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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(*pObj)[0]->data.ubShotsLeft = Magazine[ Item[usItem].ubClassIndex ].ubMagSize;
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}
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}
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else {
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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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}
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//WarmSteel - Init attachment slots.
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//WarmSteel - Init attachment slots.
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if(UsingNewAttachmentSystem()==true)
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if(UsingNewAttachmentSystem()==true)
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+1
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@@ -56,7 +56,7 @@ extern UINT16 UseKitPoints( OBJECTTYPE * pObj, UINT16 usPoints, SOLDIERTYPE *pSo
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extern BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo, UINT32 subObject = 0 );
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extern BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo, UINT32 subObject = 0 );
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BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj );
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BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj );
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BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, INT16 ubShotsLeft = -1);
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BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, UINT16 ubShotsLeft = 0);
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BOOLEAN CreateItems( UINT16 usItem, INT8 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj );
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BOOLEAN CreateItems( UINT16 usItem, INT8 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj );
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BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj );
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BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj );
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extern UINT16 DefaultMagazine( UINT16 usItem );
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extern UINT16 DefaultMagazine( UINT16 usItem );
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