Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected
Assumption: You rope with secondary ammo selected. You miss a shot,
destroying the rope gear.
Previous behaviour: Rope gets deselected and the secondary
ammo gets selected, you can no longer rope. Very annoying,
reason of many Shoppa fails!
New behaviour: Rope stays selected, but selection of secondary ammo
is cleared (because rope gear got destroyed). Makes much more
sense overall.
Analog for jetpack and parachute.
/*
** $Id: lvm.h,v 2.5.1.1 2007/12/27 13:02:25 roberto Exp $
** Lua virtual machine
** See Copyright Notice in lua.h
*/
#ifndef lvm_h
#define lvm_h
#include "ldo.h"
#include "lobject.h"
#include "ltm.h"
#define tostring(L,o) ((ttype(o) == LUA_TSTRING) || (luaV_tostring(L, o)))
#define tonumber(o,n) (ttype(o) == LUA_TNUMBER || \
(((o) = luaV_tonumber(o,n)) != NULL))
#define equalobj(L,o1,o2) \
(ttype(o1) == ttype(o2) && luaV_equalval(L, o1, o2))
LUAI_FUNC int luaV_lessthan (lua_State *L, const TValue *l, const TValue *r);
LUAI_FUNC int luaV_equalval (lua_State *L, const TValue *t1, const TValue *t2);
LUAI_FUNC const TValue *luaV_tonumber (const TValue *obj, TValue *n);
LUAI_FUNC int luaV_tostring (lua_State *L, StkId obj);
LUAI_FUNC void luaV_gettable (lua_State *L, const TValue *t, TValue *key,
StkId val);
LUAI_FUNC void luaV_settable (lua_State *L, const TValue *t, TValue *key,
StkId val);
LUAI_FUNC void luaV_execute (lua_State *L, int nexeccalls);
LUAI_FUNC void luaV_concat (lua_State *L, int total, int last);
#endif