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- Fix: when jumping over fences or sandbags, a merc was occasionally moved inside the structure.
- Fix: sandbags could only be jumped if their height was < 2. A structure with a .jsd-size of 1 barely offers protection, thus limiting the usefulness of sandbags. From now on, sandbags with a height of 2 can also be jumped. Note: This requires a changed sandbag.jsd in GameDir. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7931 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -958,15 +958,15 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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//CODE: BEGINHOPFENCE
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// MOVE TWO FACGIN GRIDNOS
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sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) );
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//ddd window{
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if ( gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE )
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sNewGridNo = NewGridNo( sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) );
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//ddd window}
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// Flugente: the old complicaed method relied on pSoldier->pathing.usPathingData to be filled correctly - which it often wasn't.
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// This is unneccessary, as we've already filled sTempNewGridNo with the correct data
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// we could fill sForcastGridno when initiating the jump, but lets keep this as a hook
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if ( pSoldier->sTempNewGridNo != NOWHERE )
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pSoldier->sForcastGridno = pSoldier->sTempNewGridNo;
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else
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// hey, it's better than nowhere
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pSoldier->sForcastGridno = pSoldier->sGridNo;
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//comm by ddd
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//sNewGridNo = NewGridNo( sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) );
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pSoldier->sForcastGridno = sNewGridNo;
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break;
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