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- fixed incorrect AP and BP calculation for jumping over fences
- fixed incorrect stance handling for jumping over fences git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8635 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -688,30 +688,20 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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return( TRUE );
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}
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// If we are at our final destination, goto stance of our movement stance...
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// Only in realtime...
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//if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
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// This has to be here to make guys continue along fence path
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#if 0
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if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
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// take the correct stance
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight )
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{
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// Goto Stance...
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pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
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pSoldier->ChangeSoldierStance( gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight );
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return( TRUE );
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}
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else
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{
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//pSoldier->SoldierGotoStationaryStance( );
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// Goto Stance...
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pSoldier->ChangeSoldierStance( gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight );
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if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
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{
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// Set UI Busy
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UnSetUIBusy( pSoldier->ubID );
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//return( TRUE );
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}
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return( TRUE );
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}
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#endif
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break;
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case 445:
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