diff --git a/Tactical/Animation Control.cpp b/Tactical/Animation Control.cpp index 0beb23cc..ad08bd09 100644 --- a/Tactical/Animation Control.cpp +++ b/Tactical/Animation Control.cpp @@ -83,7 +83,7 @@ static UINT16 DUAL_BURST_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,4,45 static UINT16 START_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,442,922,999,0,0,0,0 }; static UINT16 END_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,4,442,499,999,0,0,0,0 }; -static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1054,999,0,0,0,0 }; +static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1052,999,0,0,0,0 }; 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 }; static UINT16 END_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,3,2,1,442,499,999,0,0,0,0 }; diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 95bb88eb..23b529e1 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -601,10 +601,11 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) // ATE: if it's the begin cower animation, unset ui, cause it could // be from player changin stance - if ( pSoldier->usAnimState == START_COWER ) + if ( pSoldier->usAnimState == START_COWER || pSoldier->usAnimState == START_COWER_CROUCHED || pSoldier->usAnimState == START_COWER_PRONE ) { UnSetUIBusy( pSoldier->ubID ); - } + } + //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - if pending interrupt flag was set for after-attack type of interupt, try to resolve it now else if ( gGameOptions.fImprovedInterruptSystem )