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Merged from revision: 7155
Custom sounds for non-guns (by anv) - knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally. - knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns, - small fix for knife/wire cutters combo where using it on empty grid would cause deadlock during battle. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7156 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -893,7 +893,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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{
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// See if we can get there to stab
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sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo != -1 )
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if ( sActionGridNo != -1 && IsCuttableWireFenceAtGridNo( sGridNo ) )
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{
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// Calculate AP costs...
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sAPCost = GetAPsToCutFence( pSoldier );
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@@ -939,7 +939,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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return( ITEM_HANDLE_NOAPS );
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}
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}
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else
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else if( sActionGridNo == -1 )
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{
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return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
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}
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