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Fix: inventory button to change firemodes was greyed out for guns with one base fire mode, even if a bayonet granted them a second fire mode
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8700 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1087,7 +1087,10 @@ void UpdateSMPanel( )
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// Enable some buttons!
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// Changed by ADB, rev 1513
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//if ( ((IsGunAutofireCapable( gpSMCurrentMerc, HANDPOS ) || IsGunBurstCapable( gpSMCurrentMerc, HANDPOS , FALSE )) && !Weapon[gpSMCurrentMerc->inv[HANDPOS].usItem].NoSemiAuto ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) )
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if ( ((IsGunAutofireCapable( &gpSMCurrentMerc->inv[HANDPOS] ) || IsGunBurstCapable( &gpSMCurrentMerc->inv[HANDPOS], FALSE, gpSMCurrentMerc )) && !Weapon[gpSMCurrentMerc->inv[HANDPOS].usItem].NoSemiAuto ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) || IsWeaponAttached( &(gpSMCurrentMerc->inv[HANDPOS]), IC_GUN ) )
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if ( ( ( IsGunAutofireCapable( &gpSMCurrentMerc->inv[HANDPOS] ) || IsGunBurstCapable( &gpSMCurrentMerc->inv[HANDPOS], FALSE, gpSMCurrentMerc ) ) && !Weapon[gpSMCurrentMerc->inv[HANDPOS].usItem].NoSemiAuto )
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|| IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) )
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|| IsWeaponAttached( &(gpSMCurrentMerc->inv[HANDPOS]), IC_GUN )
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|| IsWeaponAttached( &( gpSMCurrentMerc->inv[HANDPOS] ), IC_BLADE ) )
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{
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EnableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
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}
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