Brief: //dnl ch71

- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-09-18 09:45:50 +00:00
parent fd2202be01
commit 5ebe26bc29
4 changed files with 69 additions and 4 deletions
+37 -1
View File
@@ -5349,7 +5349,27 @@ BOOLEAN SOLDIERTYPE::InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndR
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InternalSoldierReadyWeapon: PickingAnimation"));
usAnimState = PickSoldierReadyAnimation( this, fEndReady, fRaiseToHipOnly );
if(!fEndReady && this->ubDirection != sFacingDir)//dnl ch71 170913
{
UINT16 usTrueAnimState = this->usAnimState;
switch(gAnimControl[this->usAnimState].ubEndHeight)
{
case ANIM_STAND:
this->usAnimState = STANDING;
if(this->flags.fDontChargeTurningAPs && !this->flags.fDontChargeReadyAPs && usAnimState == INVALID_ANIMATION)
usAnimState = PickSoldierReadyAnimation(this, FALSE, fRaiseToHipOnly);// someone introduced new cost system for turning and this means we must force gun raise
break;
case ANIM_CROUCH:
this->usAnimState = CROUCHING;
if(this->flags.fDontChargeTurningAPs && !this->flags.fDontChargeReadyAPs && usAnimState == INVALID_ANIMATION)
usAnimState = PickSoldierReadyAnimation(this, FALSE, FALSE);// force gun raise for proper APs deduction
break;
case ANIM_PRONE:
usAnimState = INVALID_ANIMATION;// we are turning in prone so raise gun will be done after turning
break;
}
this->usAnimState = usTrueAnimState;
}
if ( usAnimState != INVALID_ANIMATION )
{
if(is_networked)
@@ -7827,6 +7847,20 @@ void SOLDIERTYPE::TurnSoldier( void )
// Else check if we are trying to shoot and once was prone, but am now crouched because we needed to turn...
else if ( this->flags.bTurningFromPronePosition )
{
//dnl ch71 170913
if(IsValidStance(this, ANIM_PRONE))
{
UINT16 usTrueAnimState = this->usAnimState;
this->usAnimState = PRONE;
this->usPendingAnimation = PickSoldierReadyAnimation(this, FALSE, FALSE);
this->usAnimState = usTrueAnimState;
SendChangeSoldierStanceEvent(this, ANIM_PRONE);
}
else
this->EVENT_InitNewSoldierAnim(PickSoldierReadyAnimation(this, FALSE, FALSE), 0, FALSE);
this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF;
return;
/*
if ( IsValidStance( this, ANIM_PRONE ) )
{
SendChangeSoldierStanceEvent( this, ANIM_PRONE );
@@ -7838,6 +7872,8 @@ void SOLDIERTYPE::TurnSoldier( void )
}
this->flags.fTurningToShoot = FALSE;
this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF;
//}
*/
}
}
}