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- Corrected Bugfix from Revision 6654 (thx to Sevenfm)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6655 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -468,6 +468,10 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
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// Flugente: we can arm bombs in our inventory and then throw them out, which will cause them to be added to the world. Only way to identify those items is via a check for their bDetonatorType
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if (usFlags & WORLD_ITEM_ARMED_BOMB || ( (Item[pObject->usItem].usItemClass & (IC_BOMB)) && ( ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_TIMED ) || ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_REMOTE ) ) ) )
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{
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// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
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// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
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gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
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iReturn = AddBombToWorld( iItemIndex );
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if (iReturn == -1)
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{
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@@ -488,10 +492,7 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
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pSoldier = MercPtrs[ soldierID ];
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}
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}
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// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
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// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
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gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
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if (pSoldier != NULL)
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{
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// if soldier is on our team, or is AI and we are the server
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