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- new: Merged source code of item throwing animation in crouched stance, AI was not changed (look for comments marked <SB>)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@890 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1500,9 +1500,24 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT16 sGridNo )
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}
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break;
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case ANIM_CROUCH:
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//<SB> crouch throwing
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case ANIM_PRONE:
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if ( sGridNo == pSoldier->sGridNo )
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{
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// OK, JUST DROP ITEM!
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if ( pSoldier->pTempObject != NULL )
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{
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AddItemToPool( sGridNo, pSoldier->pTempObject, 1, pSoldier->bLevel, 0, -1 );
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NotifySoldiersToLookforItems( );
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MemFree( pSoldier->pTempObject );
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pSoldier->pTempObject = NULL;
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}
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break;
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}
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ChangeSoldierStance( pSoldier, ANIM_CROUCH );
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case ANIM_CROUCH:
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// CHECK IF WE ARE NOT ON THE SAME GRIDNO
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if ( sGridNo == pSoldier->sGridNo )
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{
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@@ -1518,12 +1533,18 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT16 sGridNo )
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}
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else
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{
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// OK, go from prone/crouch to stand first!
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// CHANGE DIRECTION AT LEAST
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ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
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EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
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ChangeSoldierState( pSoldier, THROW_ITEM, 0 , FALSE );
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SoldierGotoStationaryStance( pSoldier );
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EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
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pSoldier->fTurningUntilDone = TRUE;
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pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED;
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}
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break;
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//</SB>
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}
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}
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