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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
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@@ -2024,7 +2024,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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if (pSoldier && pSoldier->inv[HANDPOS].exists() == true)
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{
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sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
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pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
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pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE, FALSE );
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}
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break;
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@@ -2295,7 +2295,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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SwapObjs( pSoldier, HANDPOS, bItemIn, TRUE );
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sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
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pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
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pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE, FALSE );
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}
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// fall through so that the person faces the nearest merc!
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case NPC_ACTION_TURN_TO_FACE_NEAREST_MERC:
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