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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- Added bayonet animations (standing against standing/crouched targets) for all merc bodytypes (by Taro)
- Initiating a bayonet attack immediately after running adds a melee damage bonus (+20%) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8489 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -100,6 +100,9 @@ static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 2,703,3,4,5,6,6
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static UINT16 CRYO_DEATH_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 465, 440, 497, 442, 0, 0, 0, 0};
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static UINT16 CRYO_DEATH_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 465, 440, 497, 442, 0, 0, 0, 0};
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// 1038 is the jump to READY_ALTERNATIVE_STAND
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static UINT16 BAYONET_STAB_AnimationScript[MAX_FRAMES_PER_ANIM] = {757, 1, 2, 3, 4, 5, 6, 7, 727, 492, 8, 9, 430, 10, 11, 12, 13, 14, 15, 16, 17, 442, 1038, 494, 0};
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ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
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//Block for anim file
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UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
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@@ -1085,6 +1088,9 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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// CRYO_DEATH_CROUCHED
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{"CRYO_DEATH_CROUCHED", 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
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//BAYONET_STAB
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{ "BAYONET_STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1338,6 +1344,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
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gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB ] = RGMBAYONET;
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gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
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@@ -1785,6 +1792,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE;
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gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB;
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gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB;
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gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB ] = BGMBAYONET;
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gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC;
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gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC;
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gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC;
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@@ -2250,6 +2258,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE;
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gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB;
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gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB;
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gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB ] = RGMBAYONET;
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gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC;
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@@ -2692,6 +2701,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE;
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gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB;
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gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB;
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gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB ] = RGFBAYONET;
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gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC;
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gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC;
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gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC;
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@@ -3773,6 +3783,8 @@ BOOLEAN LoadAnimationStateInstructions( )
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memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) );
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memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) );
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memcpy(gusAnimInst[BAYONET_STAB], BAYONET_STAB_AnimationScript, sizeof(BAYONET_STAB_AnimationScript));
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// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
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return( TRUE );
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@@ -611,6 +611,8 @@ enum AnimationStates
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CRYO_DEATH,
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CRYO_DEATH_CROUCHED,
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BAYONET_STAB,
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NUMANIMATIONSTATES
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@@ -130,7 +130,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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RGMPISTOLDRUNK, "ANIMS\\S_MERC\\S_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMCROWBAR, "ANIMS\\S_MERC\\S_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMJUMPOVER, "ANIMS\\S_MERC\\S_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMBAYONET, "ANIMS\\S_MERC\\S_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMWALKING, "ANIMS\\M_MERC\\M_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMSTANDING, "ANIMS\\M_MERC\\M_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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@@ -224,7 +224,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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BGMPISTOLDRUNK, "ANIMS\\M_MERC\\M_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMCROWBAR, "ANIMS\\M_MERC\\M_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMJUMPOVER, "ANIMS\\M_MERC\\M_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMBAYONET, "ANIMS\\M_MERC\\M_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFWALKING, "ANIMS\\F_MERC\\F_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFSTANDING, "ANIMS\\F_MERC\\F_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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@@ -312,6 +312,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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RGFPISTOLDRUNK, "ANIMS\\F_MERC\\F_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFCROWBAR, "ANIMS\\F_MERC\\F_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFJUMPOVER, "ANIMS\\F_MERC\\F_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFBAYONET, "ANIMS\\F_MERC\\F_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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CRYO_EXPLODE, "ANIMS\\S_MERC\\S_CRYO_DEATH_S.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
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CRYO_EXPLODE_CROUCHED, "ANIMS\\S_MERC\\S_CRYO_DEATH_C.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
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@@ -171,6 +171,7 @@ typedef enum AnimationSurfaceTypes
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RGMPISTOLDRUNK,
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RGMCROWBAR,
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RGMJUMPOVER,
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RGMBAYONET,
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BGMWALKING,
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BGMSTANDING,
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@@ -264,7 +265,7 @@ typedef enum AnimationSurfaceTypes
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BGMPISTOLDRUNK,
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BGMCROWBAR,
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BGMJUMPOVER,
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BGMBAYONET,
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RGFWALKING,
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RGFSTANDING,
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@@ -352,6 +353,7 @@ typedef enum AnimationSurfaceTypes
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RGFPISTOLDRUNK,
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RGFCROWBAR,
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RGFJUMPOVER,
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RGFBAYONET,
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CRYO_EXPLODE,
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CRYO_EXPLODE_CROUCHED,
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@@ -2410,16 +2410,13 @@ void RemoveSMPanelButtons( )
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}
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RenderBackpackButtons(UNLOAD_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
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UnloadButtonImage( iBurstButtonImages[ WM_NORMAL ] );
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UnloadButtonImage( iBurstButtonImages[ WM_BURST ] );
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UnloadButtonImage( iBurstButtonImages[ WM_AUTOFIRE ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_BURST ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_AUTO ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_BURST ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_AUTO ] );
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UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_BAYONET ] );
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for (int i = 0; i < NUM_WEAPON_MODES; ++i)
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{
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if ( iBurstButtonImages[i] != -1)
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{
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UnloadButtonImage(iBurstButtonImages[i]);
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}
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}
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}
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@@ -12320,7 +12320,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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{
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GetSoldier( &pTSoldier, usSoldierIndex );
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// Flugente: if we attack with a bayonet, we don't need to change stance if even if we are stadning and the target is prone...
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// Flugente: if we attack with a bayonet, we don't need to change stance if even if we are standing and the target is prone...
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// so we simulate here that the target is still standing
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UINT8 targetheight = gAnimControl[pTSoldier->usAnimState].ubEndHeight;
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#if 0//dnl ch73 031013 several reasons why disabling this; 1. no animation for bayonet, 2. if target is prone it look ridicules to swing through air instead stub target, 3. incorrect APs calculation
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@@ -12332,42 +12332,32 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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{
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case ANIM_STAND:
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case ANIM_CROUCH:
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// CHECK IF HE CAN SEE US, IF SO RANDOMIZE
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if ( pTSoldier->aiData.bOppList[this->ubID] == 0 && pTSoldier->bTeam != this->bTeam )
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// WE ARE SEEN
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if ( this->bWeaponMode == WM_ATTACHED_BAYONET && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND)
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{
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// WE ARE NOT SEEN
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// SANDRO - use focused stab animation on aimed blade attacks
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if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) )
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{
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this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE );
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}
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else
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{
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this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
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}
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// if this attack happens directly after running, the attack is slightly more powerful due to extra force
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if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
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this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
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this->EVENT_InitNewSoldierAnim(BAYONET_STAB, 0, FALSE);
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}
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// SANDRO - use focused stab animation on aimed blade attacks
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else if (gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0))
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{
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this->EVENT_InitNewSoldierAnim(FOCUSED_STAB, 0, FALSE);
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}
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else if ( Chance( 50 ) )
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{
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this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
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}
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else
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{
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// WE ARE SEEN
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// SANDRO - use focused stab animation on aimed blade attacks
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if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) )
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{
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this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE );
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}
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else
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{
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// sevenfm: always use STAB attack for bayonet
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if ( Random( 50 ) > 25 || this->bWeaponMode == WM_ATTACHED_BAYONET)
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{
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this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
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}
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else
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{
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this->EVENT_InitNewSoldierAnim( SLICE, 0, FALSE );
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}
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}
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this->EVENT_InitNewSoldierAnim( SLICE, 0, FALSE );
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}
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if (pTSoldier->aiData.bOppList[this->ubID] != 0 || pTSoldier->bTeam == this->bTeam)
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{
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// IF WE ARE SEEN, MAKE SURE GUY TURNS!
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// Get direction to target
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// IF WE ARE AN ANIMAL, CAR, MONSTER, DONT'T TURN
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@@ -23050,6 +23040,7 @@ UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation )
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case SLICE:
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case STAB:
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case CROUCH_STAB:
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case BAYONET_STAB:
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case PUNCH:
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case PUNCH_BREATH:
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case KICK_DOOR:
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@@ -416,7 +416,7 @@ enum
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#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
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#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
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#define SOLDIER_DRAG_CORPSE 0x00004000 // we are dragging a corpse, not a person
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#define SOLDIER_BAYONET_RUNBONUS 0x00004000 // we are performing a bayonet attack after transitioning from running, giving our attack extra force
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#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
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// ----------------------------------------------------------------
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@@ -9261,6 +9261,10 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
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if( pSoldier->bWeaponMode == WM_ATTACHED_BAYONET )
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{
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iBonus += gSkillTraitValues.ubMEDamageBonusBlades; // +30% damage
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// if this attack happens directly after running, the attack is slightly more powerful due to extra force
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if (pSoldier->usSoldierFlagMask2 & SOLDIER_BAYONET_RUNBONUS)
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iBonus += 20;
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}
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else if ( HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) && ( gGameOptions.fNewTraitSystem ))
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{
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@@ -9297,6 +9301,9 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
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}*/
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}
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// remove flag, regardless of whether it was used
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pSoldier->usSoldierFlagMask2 &= ~SOLDIER_BAYONET_RUNBONUS;
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// bonus damage for aggressive characters
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
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{
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Block a user