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