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° Fixed the bug when prone soldiers went to standing position after being suppressed instead of going to prone cowering animation.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5739 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -83,7 +83,7 @@ static UINT16 DUAL_BURST_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,4,45
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static UINT16 START_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,442,922,999,0,0,0,0 };
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static UINT16 END_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,4,442,499,999,0,0,0,0 };
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static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1054,999,0,0,0,0 };
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static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1052,999,0,0,0,0 };
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static UINT16 COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,6,7,8,9,10,9,8,5,4,5,6,501,999,0,0,0,0 };
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static UINT16 END_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,3,2,1,442,499,999,0,0,0,0 };
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@@ -601,10 +601,11 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// ATE: if it's the begin cower animation, unset ui, cause it could
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// be from player changin stance
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if ( pSoldier->usAnimState == START_COWER )
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if ( pSoldier->usAnimState == START_COWER || pSoldier->usAnimState == START_COWER_CROUCHED || pSoldier->usAnimState == START_COWER_PRONE )
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{
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-attack type of interupt, try to resolve it now
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else if ( gGameOptions.fImprovedInterruptSystem )
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