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Brief: //dnl ch72
- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target. Details: - Add APs cost for stance change and turnover for mortar and rocket launchers. - Rocket launchers cannot be fire from prone any more as there are no animation for that stance. - Attached grenade launchers now take raise gun cost for launcher instead for gun. - No more problems with APs for grenades from different stances and turnover, add proper costs for crouch too as someone add animation for that. - Fix wrong APs deduction for grenade launcher from prone and turnover in general. - Fix incorrect values for APs cost under throwing/launching cursor. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4342,7 +4342,12 @@ BOOLEAN CheckForImproperFireGunEnd( SOLDIERTYPE *pSoldier )
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return( FALSE );
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}
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OBJECTTYPE* pObjHand = pSoldier->GetUsedWeapon( &pSoldier->inv[ HANDPOS ] );
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//dnl ch72 260913
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OBJECTTYPE *pObjHand;
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if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)
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pObjHand = FindAttachment_GrenadeLauncher(&pSoldier->inv[HANDPOS]);
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else
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pObjHand = pSoldier->GetUsedWeapon(&pSoldier->inv[HANDPOS]);
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// Check single hand for jammed status, ( or ammo is out.. )
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if ( (*pObjHand)[0]->data.gun.bGunAmmoStatus < 0 || (*pObjHand)[0]->data.gun.ubGunShotsLeft == 0 )
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