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some fixes for NCTH recoil handling
- first bullet will now always return 0 recoil - following bullets should now count correctly depending on single or dual wielding shots git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6564 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-2
@@ -10444,8 +10444,10 @@ void GetRecoil( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 *bRecoilX, INT8 *b
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OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon(pObj);
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OBJECTTYPE* pObjUsedInHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
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//if (ubNumBullet < 2)
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if (ubNumBullet < Weapon[pObjUsed->usItem].ubRecoilDelay)
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// silversurfer: The first bullet should never return recoil. If function CalcPreRecoilOffset( ) in LOS.cpp wants to know
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// what recoil to expect for the second bullet in the volley it should ask for the second bullet and does so from now on.
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// ubRecoilDelay is 0 for almost all weapons so we need to have a failsafe here for the first bullet.
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if (ubNumBullet < 2 || ubNumBullet <= Weapon[pObjUsed->usItem].ubRecoilDelay)
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{
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// The first bullet in a volley never has recoil - it hasn't "set in" yet. Only the second+ bullets
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// will have any recoil.
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