From 4477006e5724314f0f3d6bf6bd7bce8cfdd202e4 Mon Sep 17 00:00:00 2001 From: Wanne Date: Thu, 18 Jan 2007 18:11:41 +0000 Subject: [PATCH] - 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 --- JA2.suo | Bin 197632 -> 197632 bytes Tactical/Soldier Control.cpp | 42 ++++++++++++----------------------- 2 files changed, 14 insertions(+), 28 deletions(-) diff --git a/JA2.suo b/JA2.suo index ab0f82714effcb0d4f89dbf698a683fe873f7795..5e759111c00b643029601a9051ba881b70a3f175 100644 GIT binary patch delta 915 zcmZwGO-NKx6bJD8e?Dg%oq02(<20EcljcW?IfS?|NW%y!TZrj0jTS{hgSwc}C_fe& zxX>QV5rUGy63i@LIJQX5uiCVTq_RMAW06s2Ei%OETrFDEf#19L-FM%)_q>mmPHRi2 z^36G0f;TMhK0v|c0l@BNR^qi;@4RS!Qv3p<`L3^`m zQhCv8v;H&T61t6`t0U_29v)Fx6x)nMBGKHMn3=^e3yWoO%*t#`V|M0XP8QD+n2RMc zH`~EHY$r=%yI3+yVW}*Qc@<$3ySXD5&fwN?cp5R16!4+O2p+8py0!{DEY5H>vcUSS zdRo^K^&ivA`sPf4t`5P=PjyVk>=9#fwy78a*(F~$Ty$d|$<#H3ESdsxMio@T`I1w- zVz1c(+w7^mMoaV9uXmqUsTVj){&r}jsc?lSRZJ?BuHsO5%8a`~>grJ(RCE*FM6whizeyRL#lQ1M*6@KkZy}!E zenbTw`_5^z|1F#gN<&|+u=KDs{+ bx9*>ffzZ=(m-O0|{Eqxlg!4z07v;YI>f7qw delta 610 zcmYL_QAm?f6vxm1+jVPhZko<)Nu)UujWmf~_MpKc3WGhA5g4fWP)u-CgqsoDUbKi< zTQBUSmL{J75O5$%`~em(7G6b+;g-N8B^QTB8x!Nd9TO z4xvYyW-T6b4NYZ*GIgz(x~!vf18MJcA2dC3ayZgd9dwK)6xAGbsmhK2^vGW?zVccL z?ebIMs(RhBTrV8gjbhZ#qXI)5Zi7oELxPV8T*zuT4V3SUJ>_|!T0Y-z=6g0AkjY{n zyI0_3e-N(&*lIs&l5_68Z0N}4 zS1|zWuL{nupuk_&FoTY5oc}f6+&yQB^2fB|j%47g)>wix#kaS#5dV0KI&}Uoo=s(u KOJ%jQr~U%8lg*L< 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 ) ) {