mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
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:
+12
-1
@@ -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( );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user