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- 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
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+19
-2
@@ -73,7 +73,7 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
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void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
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void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
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extern void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
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extern void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction);
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extern UINT8 gubElementsOnExplosionQueue;
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@@ -1559,6 +1559,22 @@ void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
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return;
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}
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// sevenfm: no radio animation for invisible soldiers
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if (pSoldier->bVisible == FALSE)
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{
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// don't play animation
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ActionDone(pSoldier);
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return;
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}
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// sevenfm: no radio animation in water
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if (Water(pSoldier->sGridNo, pSoldier->pathing.bLevel))
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{
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// don't play animation
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ActionDone(pSoldier);
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return;
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}
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switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
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{
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case ANIM_STAND:
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@@ -1645,7 +1661,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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// relying on a stored path from there is a bad idea.
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pSoldier->pathing.usPathDataSize = pSoldier->pathing.usPathIndex = pSoldier->pathing.bPathStored = 0;
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UpdateFastForwardMode( pSoldier );
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// sevenfm: update fast forward mode
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UpdateFastForwardMode(pSoldier, pSoldier->aiData.bAction);
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switch (pSoldier->aiData.bAction)
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{
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