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:
Wanne
2012-08-14 12:19:57 +00:00
parent a61d724335
commit 21dd880240
66 changed files with 4276 additions and 1288 deletions
+16 -2
View File
@@ -287,11 +287,25 @@ void SelectPausedFireAnimation( SOLDIERTYPE *pSoldier )
if ( pSoldier->bDoBurst > 0 )
{
pSoldier->ChangeSoldierState( STANDING_BURST, 2 , FALSE );
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_ALT_WEAPON_HOLDING ) )
{
pSoldier->ChangeSoldierState( BURST_ALTERNATIVE_STAND, 2 , FALSE );
}
else
{
pSoldier->ChangeSoldierState( STANDING_BURST, 2 , FALSE );
}
}
else
{
pSoldier->ChangeSoldierState( SHOOT_RIFLE_STAND, 2 , FALSE );
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_ALT_WEAPON_HOLDING ) )
{
pSoldier->ChangeSoldierState( SHOOT_ALTERNATIVE_STAND, 2 , FALSE );
}
else
{
pSoldier->ChangeSoldierState( SHOOT_RIFLE_STAND, 2 , FALSE );
}
}
break;