- Removed the code that removed fireworks from a dispenser even thought
they weren't launched.
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@ -181,9 +181,6 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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case E_ITEM_FIREWORK_ROCKET:
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case E_ITEM_FIREWORK_ROCKET:
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{
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{
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// TODO: Add the fireworks entity
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// TODO: Add the fireworks entity
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m_Contents.ChangeSlotCount(a_SlotNum, -1);
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break;
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break;
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}
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}
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