- bugfix: Turning APs were not deducted (wrong bugfix in version 653)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@664 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2007-01-18 18:11:41 +00:00
parent e4d8bfa058
commit 4477006e57
2 changed files with 14 additions and 28 deletions
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+14 -28
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@@ -124,9 +124,6 @@ enum
EX_DIRECTION_IRRELEVANT
} ExtendedWorldDirections;
// WANNE
BOOLEAN bPreDeductPunchAPs = FALSE;
// LUT for conversion from 8-direction to extended direction
UINT8 ubExtDirection[] =
{
@@ -4839,29 +4836,25 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT16 usN
if ( pSoldier->bDesiredDirection != pSoldier->bDirection )
{
// WANNE: If we punch the enemy, do not pre deduct the aps!
if (bPreDeductPunchAPs == TRUE)
if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH | ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_FIREREADY ) && !fInitalMove && !pSoldier->fDontChargeTurningAPs )
{
if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH | ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_FIREREADY ) && !fInitalMove && !pSoldier->fDontChargeTurningAPs )
// Deduct points for initial turn!
switch( gAnimControl[ usAnimState ].ubEndHeight )
{
// Deduct points for initial turn!
switch( gAnimControl[ usAnimState ].ubEndHeight )
{
// Now change to appropriate animation
case ANIM_STAND:
DeductPoints( pSoldier, AP_LOOK_STANDING, 0 );
break;
// Now change to appropriate animation
case ANIM_STAND:
DeductPoints( pSoldier, AP_LOOK_STANDING, 0 );
break;
case ANIM_CROUCH:
DeductPoints( pSoldier, AP_LOOK_CROUCHED, 0 );
break;
case ANIM_CROUCH:
DeductPoints( pSoldier, AP_LOOK_CROUCHED, 0 );
break;
case ANIM_PRONE:
DeductPoints( pSoldier, AP_LOOK_PRONE, 0 );
break;
}
case ANIM_PRONE:
DeductPoints( pSoldier, AP_LOOK_PRONE, 0 );
break;
}
}
pSoldier->fDontChargeTurningAPs = FALSE;
@@ -8816,20 +8809,13 @@ void EVENT_SoldierBeginPunchAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8
return;
}
if ( fChangeDirection )
{
// WANNE: Do not pre deduct APs for punching. These APs are calculated later!
bPreDeductPunchAPs = FALSE;
// CHANGE DIRECTION AND GOTO ANIMATION NOW
EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
EVENT_SetSoldierDirection( pSoldier, ubDirection );
bPreDeductPunchAPs = TRUE;
}
// Are we a martial artist?
if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS ) )
{