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New animations: added animations for crouched walking with weapons aimed for all merc bodytypes (made by Taro)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8496 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+26
-1
@@ -1284,6 +1284,25 @@ BOOLEAN ExecuteOverhead( )
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pSoldier->usPendingAnimation = AIM_DUAL_STAND;
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pSoldier->ubPendingDirection = pSoldier->ubDirection;
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}
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else if ( pSoldier->usAnimState == CROUCHEDMOVE_RIFLE_READY )
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{
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fAimAfterMove = TRUE;
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pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
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pSoldier->ubPendingDirection = pSoldier->ubDirection;
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}
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else if ( pSoldier->usAnimState == CROUCHEDMOVE_PISTOL_READY )
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{
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fAimAfterMove = TRUE;
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pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
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pSoldier->ubPendingDirection = pSoldier->ubDirection;
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}
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else if ( pSoldier->usAnimState == CROUCHEDMOVE_DUAL_READY )
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{
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fAimAfterMove = TRUE;
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pSoldier->usPendingAnimation = AIM_DUAL_CROUCH;
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pSoldier->ubPendingDirection = pSoldier->ubDirection;
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}
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// OK, if we are the selected soldier, refresh some UI stuff
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if ( pSoldier->ubID == (UINT8)gusSelectedSoldier )
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{
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@@ -1582,7 +1601,7 @@ BOOLEAN ExecuteOverhead( )
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if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
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!pSoldier->bCollapsed && !pSoldier->bBreathCollapsed )
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{
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// Flugente: We have to decide depending on the animation we have, otherwise we canc ause bugs if we do this after being hit by an explosion etc.
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// Flugente: We have to decide depending on the animation we have, otherwise we can cause bugs if we do this after being hit by an explosion etc.
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BOOLEAN dontadjustanim = FALSE;
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switch ( pSoldier->usAnimState )
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{
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@@ -1599,10 +1618,16 @@ BOOLEAN ExecuteOverhead( )
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case RUNNING_W_PISTOL:
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case SIDE_STEP_WEAPON_RDY:
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case SIDE_STEP_DUAL_RDY:
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case SIDE_STEP_CROUCH_RIFLE:
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case SIDE_STEP_CROUCH_PISTOL:
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case SIDE_STEP_CROUCH_DUAL:
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case WALKING_WEAPON_RDY:
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case WALKING_DUAL_RDY:
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case WALKING_ALTERNATIVE_RDY:
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case SIDE_STEP_ALTERNATIVE_RDY:
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case CROUCHEDMOVE_RIFLE_READY:
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case CROUCHEDMOVE_PISTOL_READY:
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case CROUCHEDMOVE_DUAL_READY:
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dontadjustanim = TRUE;
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break;
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}
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