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Mapped reload to X_BUTTON.
Introduce `JO_ACTION*` constants to use `player.bondreloadoractivate` as a bit field. Deviation from vanilla Mouse Injector behavior: hard seperation between reload and activate. `B` will not reload just as `ALT1` will not activate.
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@@ -1287,11 +1287,18 @@ Gfx *lvRender(Gfx *gdl)
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}
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// Handle opening doors and reloading
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if (g_Vars.currentplayer->bondactivateorreload) {
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if (currentPlayerInteract(false)) {
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if (g_Vars.currentplayer->bondactivateorreload & JO_ACTION_RELOAD) {
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if (g_Vars.currentplayer->hands[HAND_RIGHT].state != HANDSTATE_RELOAD){
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bgunReloadIfPossible(HAND_RIGHT);
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}
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if (g_Vars.currentplayer->hands[HAND_LEFT].state != HANDSTATE_RELOAD) {
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bgunReloadIfPossible(HAND_LEFT);
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}
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g_Vars.currentplayer->bondactivateorreload = (g_Vars.currentplayer->bondactivateorreload & ~JO_ACTION_RELOAD) | (g_Vars.currentplayer->bondactivateorreload & 0x0);
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}
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if (g_Vars.currentplayer->bondactivateorreload & JO_ACTION_ACTIVATE) {
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currentPlayerInteract(false);
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} else if (g_Vars.currentplayer->eyespy
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&& g_Vars.currentplayer->eyespy->active
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&& g_Vars.currentplayer->eyespy->opendoor) {
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