- 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:
Flugente
2017-10-02 10:38:12 +00:00
parent c3592c23f3
commit 3f057567dc
8 changed files with 58 additions and 46 deletions
+12
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@@ -100,6 +100,9 @@ static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 2,703,3,4,5,6,6
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}; 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};
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}; 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};
// 1038 is the jump to READY_ALTERNATIVE_STAND
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};
ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ]; ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
//Block for anim file //Block for anim file
UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ]; UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
@@ -1085,6 +1088,9 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
// CRYO_DEATH_CROUCHED // CRYO_DEATH_CROUCHED
{"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}, {"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},
//BAYONET_STAB
{ "BAYONET_STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
}; };
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] = ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
@@ -1338,6 +1344,7 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE; gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB; gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB; gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB ] = RGMBAYONET;
gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
@@ -1785,6 +1792,7 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE; gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE;
gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB; gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB; gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB ] = BGMBAYONET;
gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC;
@@ -2250,6 +2258,7 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE; gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE;
gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB; gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB ] = RGMBAYONET;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC;
@@ -2692,6 +2701,7 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE; gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE;
gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB; gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB ] = RGFBAYONET;
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC;
@@ -3773,6 +3783,8 @@ BOOLEAN LoadAnimationStateInstructions( )
memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) ); memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) );
memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) ); memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) );
memcpy(gusAnimInst[BAYONET_STAB], BAYONET_STAB_AnimationScript, sizeof(BAYONET_STAB_AnimationScript));
// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers // NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
return( TRUE ); return( TRUE );
+2
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@@ -611,6 +611,8 @@ enum AnimationStates
CRYO_DEATH, CRYO_DEATH,
CRYO_DEATH_CROUCHED, CRYO_DEATH_CROUCHED,
BAYONET_STAB,
NUMANIMATIONSTATES NUMANIMATIONSTATES
+3 -2
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@@ -130,7 +130,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
RGMPISTOLDRUNK, "ANIMS\\S_MERC\\S_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMPISTOLDRUNK, "ANIMS\\S_MERC\\S_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROWBAR, "ANIMS\\S_MERC\\S_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMCROWBAR, "ANIMS\\S_MERC\\S_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMJUMPOVER, "ANIMS\\S_MERC\\S_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMJUMPOVER, "ANIMS\\S_MERC\\S_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBAYONET, "ANIMS\\S_MERC\\S_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWALKING, "ANIMS\\M_MERC\\M_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMWALKING, "ANIMS\\M_MERC\\M_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTANDING, "ANIMS\\M_MERC\\M_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMSTANDING, "ANIMS\\M_MERC\\M_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
@@ -224,7 +224,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
BGMPISTOLDRUNK, "ANIMS\\M_MERC\\M_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMPISTOLDRUNK, "ANIMS\\M_MERC\\M_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCROWBAR, "ANIMS\\M_MERC\\M_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMCROWBAR, "ANIMS\\M_MERC\\M_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMJUMPOVER, "ANIMS\\M_MERC\\M_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMJUMPOVER, "ANIMS\\M_MERC\\M_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMBAYONET, "ANIMS\\M_MERC\\M_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWALKING, "ANIMS\\F_MERC\\F_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFWALKING, "ANIMS\\F_MERC\\F_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSTANDING, "ANIMS\\F_MERC\\F_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFSTANDING, "ANIMS\\F_MERC\\F_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
@@ -312,6 +312,7 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
RGFPISTOLDRUNK, "ANIMS\\F_MERC\\F_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFPISTOLDRUNK, "ANIMS\\F_MERC\\F_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCROWBAR, "ANIMS\\F_MERC\\F_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFCROWBAR, "ANIMS\\F_MERC\\F_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFJUMPOVER, "ANIMS\\F_MERC\\F_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFJUMPOVER, "ANIMS\\F_MERC\\F_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFBAYONET, "ANIMS\\F_MERC\\F_BAYONET_S_S.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRYO_EXPLODE, "ANIMS\\S_MERC\\S_CRYO_DEATH_S.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1, CRYO_EXPLODE, "ANIMS\\S_MERC\\S_CRYO_DEATH_S.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
CRYO_EXPLODE_CROUCHED, "ANIMS\\S_MERC\\S_CRYO_DEATH_C.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1, CRYO_EXPLODE_CROUCHED, "ANIMS\\S_MERC\\S_CRYO_DEATH_C.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
+3 -1
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@@ -171,6 +171,7 @@ typedef enum AnimationSurfaceTypes
RGMPISTOLDRUNK, RGMPISTOLDRUNK,
RGMCROWBAR, RGMCROWBAR,
RGMJUMPOVER, RGMJUMPOVER,
RGMBAYONET,
BGMWALKING, BGMWALKING,
BGMSTANDING, BGMSTANDING,
@@ -264,7 +265,7 @@ typedef enum AnimationSurfaceTypes
BGMPISTOLDRUNK, BGMPISTOLDRUNK,
BGMCROWBAR, BGMCROWBAR,
BGMJUMPOVER, BGMJUMPOVER,
BGMBAYONET,
RGFWALKING, RGFWALKING,
RGFSTANDING, RGFSTANDING,
@@ -352,6 +353,7 @@ typedef enum AnimationSurfaceTypes
RGFPISTOLDRUNK, RGFPISTOLDRUNK,
RGFCROWBAR, RGFCROWBAR,
RGFJUMPOVER, RGFJUMPOVER,
RGFBAYONET,
CRYO_EXPLODE, CRYO_EXPLODE,
CRYO_EXPLODE_CROUCHED, CRYO_EXPLODE_CROUCHED,
+7 -10
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@@ -2410,16 +2410,13 @@ void RemoveSMPanelButtons( )
} }
RenderBackpackButtons(UNLOAD_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ RenderBackpackButtons(UNLOAD_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
UnloadButtonImage( iBurstButtonImages[ WM_NORMAL ] ); for (int i = 0; i < NUM_WEAPON_MODES; ++i)
UnloadButtonImage( iBurstButtonImages[ WM_BURST ] ); {
UnloadButtonImage( iBurstButtonImages[ WM_AUTOFIRE ] ); if ( iBurstButtonImages[i] != -1)
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL ] ); {
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_BURST ] ); UnloadButtonImage(iBurstButtonImages[i]);
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_AUTO ] ); }
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB ] ); }
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_BURST ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_AUTO ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_BAYONET ] );
} }
+23 -32
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@@ -12320,7 +12320,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
{ {
GetSoldier( &pTSoldier, usSoldierIndex ); GetSoldier( &pTSoldier, usSoldierIndex );
// 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... // 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...
// so we simulate here that the target is still standing // so we simulate here that the target is still standing
UINT8 targetheight = gAnimControl[pTSoldier->usAnimState].ubEndHeight; UINT8 targetheight = gAnimControl[pTSoldier->usAnimState].ubEndHeight;
#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 #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
@@ -12332,42 +12332,32 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
{ {
case ANIM_STAND: case ANIM_STAND:
case ANIM_CROUCH: case ANIM_CROUCH:
// CHECK IF HE CAN SEE US, IF SO RANDOMIZE // WE ARE SEEN
if ( pTSoldier->aiData.bOppList[this->ubID] == 0 && pTSoldier->bTeam != this->bTeam ) if ( this->bWeaponMode == WM_ATTACHED_BAYONET && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND)
{ {
// WE ARE NOT SEEN // if this attack happens directly after running, the attack is slightly more powerful due to extra force
// SANDRO - use focused stab animation on aimed blade attacks if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) ) this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
{
this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE ); this->EVENT_InitNewSoldierAnim(BAYONET_STAB, 0, FALSE);
} }
else // SANDRO - use focused stab animation on aimed blade attacks
{ else if (gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0))
this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE ); {
} this->EVENT_InitNewSoldierAnim(FOCUSED_STAB, 0, FALSE);
}
else if ( Chance( 50 ) )
{
this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
} }
else else
{ {
// WE ARE SEEN this->EVENT_InitNewSoldierAnim( SLICE, 0, FALSE );
// SANDRO - use focused stab animation on aimed blade attacks }
if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) )
{
this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE );
}
else
{
// sevenfm: always use STAB attack for bayonet
if ( Random( 50 ) > 25 || this->bWeaponMode == WM_ATTACHED_BAYONET)
{
this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
}
else
{
this->EVENT_InitNewSoldierAnim( SLICE, 0, FALSE );
}
}
if (pTSoldier->aiData.bOppList[this->ubID] != 0 || pTSoldier->bTeam == this->bTeam)
{
// IF WE ARE SEEN, MAKE SURE GUY TURNS! // IF WE ARE SEEN, MAKE SURE GUY TURNS!
// Get direction to target // Get direction to target
// IF WE ARE AN ANIMAL, CAR, MONSTER, DONT'T TURN // IF WE ARE AN ANIMAL, CAR, MONSTER, DONT'T TURN
@@ -23050,6 +23040,7 @@ UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation )
case SLICE: case SLICE:
case STAB: case STAB:
case CROUCH_STAB: case CROUCH_STAB:
case BAYONET_STAB:
case PUNCH: case PUNCH:
case PUNCH_BREATH: case PUNCH_BREATH:
case KICK_DOOR: case KICK_DOOR:
+1 -1
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@@ -416,7 +416,7 @@ enum
#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised #define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active #define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
#define SOLDIER_DRAG_CORPSE 0x00004000 // we are dragging a corpse, not a person #define SOLDIER_BAYONET_RUNBONUS 0x00004000 // we are performing a bayonet attack after transitioning from running, giving our attack extra force
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags #define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ---------------------------------------------------------------- // ----------------------------------------------------------------
+7
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@@ -9261,6 +9261,10 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
if( pSoldier->bWeaponMode == WM_ATTACHED_BAYONET ) if( pSoldier->bWeaponMode == WM_ATTACHED_BAYONET )
{ {
iBonus += gSkillTraitValues.ubMEDamageBonusBlades; // +30% damage iBonus += gSkillTraitValues.ubMEDamageBonusBlades; // +30% damage
// if this attack happens directly after running, the attack is slightly more powerful due to extra force
if (pSoldier->usSoldierFlagMask2 & SOLDIER_BAYONET_RUNBONUS)
iBonus += 20;
} }
else if ( HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) && ( gGameOptions.fNewTraitSystem )) else if ( HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) && ( gGameOptions.fNewTraitSystem ))
{ {
@@ -9297,6 +9301,9 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
}*/ }*/
} }
// remove flag, regardless of whether it was used
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_BAYONET_RUNBONUS;
// bonus damage for aggressive characters // bonus damage for aggressive characters
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) ) if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{ {