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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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@@ -2764,7 +2764,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_LOWER_GUN:
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// for now, just do "action done"
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pSoldier->InternalSoldierReadyWeapon(pSoldier->ubDirection,TRUE);
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pSoldier->InternalSoldierReadyWeapon(pSoldier->ubDirection,TRUE,FALSE);
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HandleSight(pSoldier, SIGHT_LOOK );
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ActionDone( pSoldier );
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break;
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@@ -2774,7 +2774,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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HandleSight(pSoldier, SIGHT_LOOK | SIGHT_RADIO);
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//AXP 23.03.2007: Sniper deadlock fix
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if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
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//if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
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if ( pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
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{
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pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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}
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