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Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled - Alternative Weapon Holding (firing from hip + pistol with one hand) - Energy Cost on Weapon Manipulation (holding it shouldered, firing) - Suppression Effectiveness Modified by Caliber and Gun Loudness - No Enemy Auto-ready Weapon Option - Fancy Big Merc Rifle Holding Animations - More Random Idle Animations - Kick in HtH Implemented - Jumping Implemented - (Included Fix for IIS with Martial Arts Bonus) - further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884 - you also need the latest GameDir files! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -66,7 +66,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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RGMNOTHING_RUN, "ANIMS\\S_MERC\\S_N_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMNOTHING_SWAT, "ANIMS\\S_MERC\\S_N_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMNOTHING_CROUCH, "ANIMS\\S_MERC\\S_N_CRCH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMHANDGUN_S_SHOT, "ANIMS\\S_MERC\\S_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMHANDGUN_S_SHOT, "ANIMS\\S_MERC\\S_N_SHOT2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMHANDGUN_C_SHOT, "ANIMS\\S_MERC\\S_N_C_AI.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMHANDGUN_PRONE, "ANIMS\\S_MERC\\S_N_PRNE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMDIE_JFK, "ANIMS\\S_MERC\\S_DIEJFK.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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@@ -158,7 +158,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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BGMNOTHING_RUN, "ANIMS\\M_MERC\\M_N_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMNOTHING_SWAT, "ANIMS\\M_MERC\\M_N_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMNOTHING_CROUCH, "ANIMS\\M_MERC\\M_N_CRCH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMHANDGUN_S_SHOT, "ANIMS\\M_MERC\\M_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMHANDGUN_S_SHOT, "ANIMS\\M_MERC\\M_N_SHOT2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMHANDGUN_C_SHOT, "ANIMS\\M_MERC\\M_N_C_AI.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMHANDGUN_PRONE, "ANIMS\\M_MERC\\M_N_PRNE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMDIE_JFK, "ANIMS\\M_MERC\\M_DIEJFK.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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@@ -548,9 +548,30 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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RGFWALK_R_RDY, "ANIMS\\F_MERC\\F_R_RDY_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFWALK_D_RDY, "ANIMS\\F_MERC\\F_DBL_RDY_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMMEDICPRN, "ANIMS\\S_MERC\\S_PRN_MED.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMMEDICPRN, "ANIMS\\M_MERC\\M_PRN_MED.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFMEDICPRN, "ANIMS\\F_MERC\\F_PRN_MED.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMMEDICPRN, "ANIMS\\S_MERC\\S_PRN_MED.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMMEDICPRN, "ANIMS\\M_MERC\\M_PRN_MED.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFMEDICPRN, "ANIMS\\F_MERC\\F_PRN_MED.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGM_HIP_AIM, "ANIMS\\S_MERC\\S_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGM_HIP_LOW, "ANIMS\\S_MERC\\S_SR_HIP_LOW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGM_HIP_AIM, "ANIMS\\M_MERC\\M_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGF_HIP_AIM, "ANIMS\\F_MERC\\F_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGM_WATER_HIP_AIM, "ANIMS\\S_MERC\\SW_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGM_WATER_HIP_AIM, "ANIMS\\M_MERC\\MW_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGF_WATER_HIP_AIM, "ANIMS\\F_MERC\\FW_SR_HIP_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGM_COWER_PRONE, "ANIMS\\S_MERC\\S_PRNCOW.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGM_COWER_PRONE, "ANIMS\\M_MERC\\M_PRNCOW.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGF_COWER_PRONE, "ANIMS\\F_MERC\\F_PRNCOW.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMIDLENECK2, "ANIMS\\M_MERC\\M_NECK2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMHIPAIMALT, "ANIMS\\M_MERC\\M_SR_HIP_AIM_ALT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMSRAIMALT, "ANIMS\\M_MERC\\M_SR_AM2_ALT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGM_PFSHOT_AIM, "ANIMS\\S_MERC\\S_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGM_PFSHOT_AIM, "ANIMS\\M_MERC\\M_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGF_PFSHOT_AIM, "ANIMS\\F_MERC\\1_HND_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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};
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