Fixes NPCs going back to cower animation after collapsing which also caused them not to die properly (by Shadooow).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9006 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-05-06 18:38:31 +00:00
parent a38b3b414f
commit 422c72b957
+20 -12
View File
@@ -4895,22 +4895,30 @@ BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT
BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier )
{
// Do we have a primary pending animation?
if ( pSoldier->usPendingAnimation2 != NO_PENDING_ANIMATION )
//shadooow: fix for going back to cower animation after collapsing
if (pSoldier->CheckForBreathCollapse() || pSoldier->bCollapsed)
{
pSoldier->ChangeSoldierState( pSoldier->usPendingAnimation2, 0, FALSE );
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
return( TRUE );
}
// CHECK IF WE HAVE A PENDING ANIMATION HERE
if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION )
{
pSoldier->ChangeSoldierState( pSoldier->usPendingAnimation, 0, FALSE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
return( TRUE );
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
}
else
{
// Do we have a primary pending animation?
if (pSoldier->usPendingAnimation2 != NO_PENDING_ANIMATION)
{
pSoldier->ChangeSoldierState(pSoldier->usPendingAnimation2, 0, FALSE);
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
return(TRUE);
}
// CHECK IF WE HAVE A PENDING ANIMATION HERE
if (pSoldier->usPendingAnimation != NO_PENDING_ANIMATION)
{
pSoldier->ChangeSoldierState(pSoldier->usPendingAnimation, 0, FALSE);
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
return(TRUE);
}
}
// OTHERWISE, GOTO APPROPRIATE STOPANIMATION!
pSoldier->bCollapsed = TRUE;