- update "improved auto fast forward" feature

- disable radio animation for invisible soldiers and soldiers in water

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8603 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2018-08-26 01:24:06 +00:00
parent 3ea52c8e45
commit 5d04583e13
2 changed files with 57 additions and 27 deletions
+19 -2
View File
@@ -73,7 +73,7 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
extern void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
extern void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction);
extern UINT8 gubElementsOnExplosionQueue;
@@ -1559,6 +1559,22 @@ void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
return;
}
// sevenfm: no radio animation for invisible soldiers
if (pSoldier->bVisible == FALSE)
{
// don't play animation
ActionDone(pSoldier);
return;
}
// sevenfm: no radio animation in water
if (Water(pSoldier->sGridNo, pSoldier->pathing.bLevel))
{
// don't play animation
ActionDone(pSoldier);
return;
}
switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
{
case ANIM_STAND:
@@ -1645,7 +1661,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
// relying on a stored path from there is a bad idea.
pSoldier->pathing.usPathDataSize = pSoldier->pathing.usPathIndex = pSoldier->pathing.bPathStored = 0;
UpdateFastForwardMode( pSoldier );
// sevenfm: update fast forward mode
UpdateFastForwardMode(pSoldier, pSoldier->aiData.bAction);
switch (pSoldier->aiData.bAction)
{