- 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
This commit is contained in:
silversurfer
2018-11-04 17:49:10 +00:00
parent 384572098b
commit 4021450369
6 changed files with 108 additions and 44 deletions
+8 -18
View File
@@ -688,30 +688,20 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
return( TRUE );
}
// If we are at our final destination, goto stance of our movement stance...
// Only in realtime...
//if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
// This has to be here to make guys continue along fence path
#if 0
if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
// take the correct stance
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight )
{
// Goto Stance...
pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
pSoldier->ChangeSoldierStance( gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight );
return( TRUE );
}
else
{
//pSoldier->SoldierGotoStationaryStance( );
// Goto Stance...
pSoldier->ChangeSoldierStance( gAnimControl[ pSoldier->usUIMovementMode ].ubEndHeight );
if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
{
// Set UI Busy
UnSetUIBusy( pSoldier->ubID );
//return( TRUE );
}
return( TRUE );
}
#endif
break;
case 445: