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- new feature: manual reload
- update readme git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@177 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+29
-7
@@ -1852,18 +1852,40 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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INT8 TryToReload( SOLDIERTYPE * pSoldier )
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{
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INT8 bSlot;
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WEAPONTYPE * pWeapon;
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INT8 bSlot;
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WEAPONTYPE *pWeapon;
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OBJECTTYPE *pObj;
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pWeapon = &(Weapon[pSoldier->inv[HANDPOS].usItem]);
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bSlot = FindAmmo( pSoldier, pWeapon->ubCalibre, pWeapon->ubMagSize, NO_SLOT );
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if (bSlot != NO_SLOT)
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//if (bSlot != NO_SLOT)
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//{
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// if (ReloadGun( pSoldier, &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[bSlot]) ))
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// {
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// return( TRUE );
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// }
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//}
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//<SB> manual recharge
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pObj = &(pSoldier->inv[HANDPOS]);
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if (pObj->ubGunShotsLeft && !(pObj->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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if (ReloadGun( pSoldier, &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[bSlot]) ))
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{
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return( TRUE );
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}
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pObj->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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DeductPoints(pSoldier, Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually, 0);
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//PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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return TRUE;
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}
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//</SB>
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if (bSlot != NO_SLOT && ReloadGun( pSoldier, &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[bSlot]) ))
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{
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return( TRUE );
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}
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return( NOSHOOT_NOAMMO );
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}
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