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
This commit is contained in:
Flugente
2017-10-15 17:10:49 +00:00
parent d701f26919
commit 5bdd23ac13
10 changed files with 310 additions and 48 deletions
+26 -1
View File
@@ -1284,6 +1284,25 @@ BOOLEAN ExecuteOverhead( )
pSoldier->usPendingAnimation = AIM_DUAL_STAND;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_RIFLE_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_PISTOL_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_DUAL_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_DUAL_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
// OK, if we are the selected soldier, refresh some UI stuff
if ( pSoldier->ubID == (UINT8)gusSelectedSoldier )
{
@@ -1582,7 +1601,7 @@ BOOLEAN ExecuteOverhead( )
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
!pSoldier->bCollapsed && !pSoldier->bBreathCollapsed )
{
// 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.
// 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.
BOOLEAN dontadjustanim = FALSE;
switch ( pSoldier->usAnimState )
{
@@ -1599,10 +1618,16 @@ BOOLEAN ExecuteOverhead( )
case RUNNING_W_PISTOL:
case SIDE_STEP_WEAPON_RDY:
case SIDE_STEP_DUAL_RDY:
case SIDE_STEP_CROUCH_RIFLE:
case SIDE_STEP_CROUCH_PISTOL:
case SIDE_STEP_CROUCH_DUAL:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY:
case SIDE_STEP_ALTERNATIVE_RDY:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
dontadjustanim = TRUE;
break;
}