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Brief: //dnl ch64
- Fixing Tank bursting shells problem, and some other tank related bugs. Details: - There are several problem with Tank handling, main was forcing to use gun although already decide to use machinegun which lead to bursting shells. - Another one was related to machinegun usage as current autofire handling is not supported by TANK BURST animation which had limit to 6 rounds, so decision to fire anything different then 6 lead to complete wrong APs deduction. - Fix some invalid animation decision as current tank cannot raise gun or move or check for cover. - Fix problem with wrong return (INT8) although after introduction of 100AP system APs variables are INT16 which create bad APs calculation for tank. - Fix general problem with burst and autofire when soldier decide to when swap weapons. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3157,7 +3157,7 @@ void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPerma
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{
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SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
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if (fPermanent)
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if(fPermanent && !TANK(pSoldier))//dnl ch64 290813 for current tank don't go further as it lead to invalid animation
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{
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//old usItem for the left slot is now stored in the right slot, and vice versa
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HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
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