diff --git a/JA2.suo b/JA2.suo index ab0f8271..5e759111 100644 Binary files a/JA2.suo and b/JA2.suo differ diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 6db24f63..5e597fcc 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 ) ) {