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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
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+5
-2
@@ -1262,8 +1262,11 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fShotHeadDivisor = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_DIVISOR",1.5,1,10);
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// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
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gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
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gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
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// Flugente: in turnbased combat, do not adjust animation after arriving at target location
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gGameExternalOptions.fNoStandingAnimAdjustInCombat = iniReader.ReadBoolean("Tactical Interface Settings","NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT", TRUE);
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//Inventory AP Weight Divisor
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gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,0,100);
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@@ -733,6 +733,7 @@ typedef struct
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FLOAT uShotHeadPenalty;
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FLOAT fShotHeadDivisor;
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INT16 iPenaltyShootUnSeen;
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BOOLEAN fNoStandingAnimAdjustInCombat; // Flugente: in turnbased combat, do not adjust animation after arriving at target location
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//Inventory AP Weight Divisor
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FLOAT uWeightDivisor;
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+12
-1
@@ -1701,7 +1701,18 @@ BOOLEAN ExecuteOverhead( )
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if ( !fAimAfterMove ) // SANDRO - don't do this after movement with weapon raised
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{
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pSoldier->SoldierGotoStationaryStance( );
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// Flugente: if in turnbased combat and option is selected, do not go to standing animation
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// By this, we wont have to spend additional APs when we continue to run
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if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat )
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{
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pSoldier->AdjustNoAPToFinishMove( TRUE );
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
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}
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else
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pSoldier->SoldierGotoStationaryStance( );
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}
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}
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}
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