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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
@@ -294,7 +294,11 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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return(0);
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}
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if ( usMovementMode == WALKING_WEAPON_RDY || usMovementMode == WALKING_DUAL_RDY )
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if ( usMovementMode == WALKING_WEAPON_RDY ||
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usMovementMode == WALKING_DUAL_RDY ||
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usMovementMode == CROUCHEDMOVE_RIFLE_READY ||
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usMovementMode == CROUCHEDMOVE_DUAL_READY ||
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usMovementMode == CROUCHEDMOVE_PISTOL_READY )
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{
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iPoints += APBPConstants[BP_MOVEMENT_READY];
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}
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@@ -331,6 +335,12 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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case START_SWAT:
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case SWATTING:
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case SWAT_BACKWARDS:
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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 CROUCHEDMOVE_RIFLE_READY:
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case CROUCHEDMOVE_PISTOL_READY:
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case CROUCHEDMOVE_DUAL_READY:
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iPoints *= APBPConstants[BP_SWAT_ENERGYCOSTFACTOR]; break;
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case CRAWLING: iPoints *= APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR]; break;
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@@ -451,6 +461,12 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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case START_SWAT:
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case SWAT_BACKWARDS:
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case SWATTING:
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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 CROUCHEDMOVE_RIFLE_READY:
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case CROUCHEDMOVE_PISTOL_READY:
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case CROUCHEDMOVE_DUAL_READY:
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sPoints = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
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break;
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case CRAWLING:
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@@ -625,6 +641,12 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
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case SWATTING:
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case START_SWAT:
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case SWAT_BACKWARDS:
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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 CROUCHEDMOVE_RIFLE_READY:
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case CROUCHEDMOVE_PISTOL_READY:
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case CROUCHEDMOVE_DUAL_READY:
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// Add cost to stand once there BEFORE....
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sPoints += GetAPsCrouch(pSoldier, TRUE); // SANDRO changed..
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@@ -2736,6 +2758,9 @@ INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode )
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}
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break;
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case SWATTING:
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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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if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE)
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{
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bAPs += GetAPsProne(pSoldier, TRUE);
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