From 2d5e8b15839e4adc23d9af4edf1b6945278159c9 Mon Sep 17 00:00:00 2001 From: Sandro Date: Mon, 17 Dec 2012 14:26:34 +0000 Subject: [PATCH] =?UTF-8?q?=C2=B0=20Fixed=20the=20bug=20when=20prone=20sol?= =?UTF-8?q?diers=20went=20to=20standing=20position=20after=20being=20suppr?= =?UTF-8?q?essed=20instead=20of=20going=20to=20prone=20cowering=20animatio?= =?UTF-8?q?n.?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5739 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Animation Control.cpp | 2 +- Tactical/Soldier Ani.cpp | 5 +++-- 2 files changed, 4 insertions(+), 3 deletions(-) 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 )