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- New Feature: Possibility to pick up items in crouch position (by Sandro)
o Merc can stay crouched while picking up items and when stealing items from prone(/collapsed) enemy, he must crouch (will do automatically). It really feels much more intuitive. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1013,6 +1013,11 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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{"PRN GIVING AID" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
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{"PRN END AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_PRONE, ANIM_PRONE, -1},
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//GET ADJACENT ITEM CROUCHED
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"GET ADJACENT ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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//STEAL ITEM CROUCHED
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"STEAL ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1422,9 +1427,12 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ END_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ END_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
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@@ -1811,9 +1819,12 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ BIGMALE ][ WALKING_RIFLE_RDY ] = BGMWALK_R_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ END_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ END_AID_PRN ] = BGMMEDICPRN;
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gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = BGMMEDIC;
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gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM_CROUCHED ] = BGMMEDIC;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
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@@ -2220,6 +2231,9 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID_PRN ] = RGMMEDICPRN;
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gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
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gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN;
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@@ -2604,6 +2618,9 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID_PRN ] = RGFMEDICPRN;
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gubAnimSurfaceIndex[ REGFEMALE ][ END_AID_PRN ] = RGFMEDICPRN;
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gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGFMEDIC;
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gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM_CROUCHED ] = RGFMEDIC;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN;
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@@ -3349,6 +3366,9 @@ BOOLEAN LoadAnimationStateInstructions( )
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memcpy(gusAnimInst[GIVING_AID_PRN],PRONE_GIVE_FIRST_AID_AnimationScript,sizeof(PRONE_GIVE_FIRST_AID_AnimationScript));
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memcpy(gusAnimInst[END_AID_PRN],fuckTheBoundz[END_AID],sizeof(fuckTheBoundz[END_AID]));
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memcpy(gusAnimInst[ADJACENT_GET_ITEM_CROUCHED],fuckTheBoundz[ADJACENT_GET_ITEM],sizeof(fuckTheBoundz[ADJACENT_GET_ITEM]));
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memcpy(gusAnimInst[STEAL_ITEM_CROUCHED],fuckTheBoundz[STEAL_ITEM],sizeof(fuckTheBoundz[STEAL_ITEM]));
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return( TRUE );
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}
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