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Items.cpp: MAXATTACHMENTS limit
lighting.cpp: check return values git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8258 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2332,7 +2332,8 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
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}
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if ( !fSameItem ) //Nav: why is this check here? fSameItem can only be false here, doesn't hurt I guess...
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{
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for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
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//for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
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for(int i = 0; i < MAXATTACHMENTS; i++)
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{
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if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, (AC_GRENADE|AC_ROCKET|AC_MODPOUCH) ) )
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{//Search for identical attachments unless we're dealing with rifle grenades
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@@ -2516,7 +2517,8 @@ BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAt
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if ( !fSameItem )
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{
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for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
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//for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
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for(int i = 0; i < MAXATTACHMENTS; i++)
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{
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if ( FindAttachment(pObj, usAttachment, subObject) != 0 )
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{
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@@ -14946,7 +14948,7 @@ OBJECTTYPE* GetExternalFeedingObject(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject
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// remember the caliber, magsize (TODO: really?) and type of ammo. They all have to fit
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UINT8 ubCalibre = Weapon[usItem].ubCalibre;
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UINT16 ubMagSize = Weapon[usItem].ubMagSize;
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UINT8 ubAmmoType = ubAmmoType = (*pObject)[0]->data.gun.ubGunAmmoType;
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UINT8 ubAmmoType = (*pObject)[0]->data.gun.ubGunAmmoType;
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// now we now that this gun CAN be belt fed in the current situation. We now have to check if it IS
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// we will first check for other mercs who might feed us. Afterwards we look into our own inventory
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