Add stub which_bomb to match D2X code
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@ -987,7 +987,7 @@ void show_bomb_count(int x,int y,int bg_color,int always_show,int right_align)
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if (!PlayerCfg.BombGauge)
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if (!PlayerCfg.BombGauge)
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return;
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return;
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bomb = PROXIMITY_INDEX;
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bomb = which_bomb();
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count = Players[Player_num].secondary_ammo[bomb];
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count = Players[Player_num].secondary_ammo[bomb];
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count = min(count,99); //only have room for 2 digits - cheating give 200
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count = min(count,99); //only have room for 2 digits - cheating give 200
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@ -1383,7 +1383,8 @@ int Missile_gun=0, Proximity_dropped = 0;
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//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
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//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
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void do_missile_firing(int drop_bomb)
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void do_missile_firing(int drop_bomb)
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{
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{
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int weapon = (drop_bomb) ? PROXIMITY_INDEX : Secondary_weapon;
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int bomb = which_bomb();
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int weapon = (drop_bomb) ? bomb : Secondary_weapon;
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Network_laser_track = -1;
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Network_laser_track = -1;
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@ -179,4 +179,10 @@ extern void maybe_select_secondary(int weapon_index);
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*/
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*/
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extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp);
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extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp);
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//return which bomb will be dropped next time the bomb key is pressed
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static inline int which_bomb(void)
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{
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return PROXIMITY_INDEX;
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}
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#endif
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#endif
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