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bug fixes from Overhaul:
- Data type changes - Templates removed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -787,7 +787,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// ATE; Reduce it due to animation being stopped...
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - Burst animation ended") );
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ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
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ReduceAttackBusyCount( pSoldier->ubID, FALSE );
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if ( CheckForImproperFireGunEnd( pSoldier ) )
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@@ -1630,21 +1630,21 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( Random( 100 ) < 10 )
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{
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// Play sound
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PlayJA2SampleFromFile( (STR8) pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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else
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{
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// Play sound
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PlayJA2SampleFromFile( (STR8)pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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}
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else
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{
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// Play sound
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PlayJA2SampleFromFile( (STR8)pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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else
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@@ -2480,13 +2480,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// code: freeup attcker
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION %s ( %d )", gAnimControl[ pSoldier->usAnimState ].zAnimStr, pSoldier->usAnimState ) );
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ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
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ReduceAttackBusyCount( pSoldier->ubID, FALSE );
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// ATE: Here, reduce again if creaturequeen tentical attack...
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if ( pSoldier->usAnimState == QUEEN_SWIPE )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe\n" ) );
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ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
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ReduceAttackBusyCount( pSoldier->ubID, FALSE );
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}
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break;
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