if NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT is true, in turnbased combat, mercs do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.). This saves AP if we decide to immediately continue moving to another location.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5763 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-01-04 21:45:01 +00:00
parent 6239438702
commit 695a5013c0
3 changed files with 18 additions and 3 deletions
+5 -2
View File
@@ -1262,8 +1262,11 @@ void LoadGameExternalOptions()
gGameExternalOptions.fShotHeadDivisor = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_DIVISOR",1.5,1,10);
// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
// Flugente: in turnbased combat, do not adjust animation after arriving at target location
gGameExternalOptions.fNoStandingAnimAdjustInCombat = iniReader.ReadBoolean("Tactical Interface Settings","NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT", TRUE);
//Inventory AP Weight Divisor
gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,0,100);
+1
View File
@@ -733,6 +733,7 @@ typedef struct
FLOAT uShotHeadPenalty;
FLOAT fShotHeadDivisor;
INT16 iPenaltyShootUnSeen;
BOOLEAN fNoStandingAnimAdjustInCombat; // Flugente: in turnbased combat, do not adjust animation after arriving at target location
//Inventory AP Weight Divisor
FLOAT uWeightDivisor;
+12 -1
View File
@@ -1701,7 +1701,18 @@ BOOLEAN ExecuteOverhead( )
if ( !fAimAfterMove ) // SANDRO - don't do this after movement with weapon raised
{
pSoldier->SoldierGotoStationaryStance( );
// Flugente: if in turnbased combat and option is selected, do not go to standing animation
// By this, we wont have to spend additional APs when we continue to run
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat )
{
pSoldier->AdjustNoAPToFinishMove( TRUE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else
pSoldier->SoldierGotoStationaryStance( );
}
}
}