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Re: ArmedObjects having NULL weapons in their weapon list [message #490202 is a reply to message #490201] Wed, 31 December 2014 07:49 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
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Registered: July 2006
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Neijwiert wrote on Wed, 31 December 2014 07:46

Then why is it called Nod_Turret_MP?
MP = Multiplayer.
Also you could just do Commands->Select_Weapon(obj, NULL); whichs deselects your weapon even if you have one. So there must be some logic for that.

EDIT:
Also there's a function called Deselect in WeaponBagClass.

And those functions might just switch to the NULL weapon is all I'm saying.

Either that or your just seeing the end of the list IE:
Weapon1->next = Weapon2
Weapon2->next = NULL


[Updated on: Wed, 31 December 2014 07:50]

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