Fixed animation deadlock when crouched soldier's final destination is to jump a fence.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-07-08 08:42:11 +00:00
parent d8145755c3
commit 6a9a39c096
+7
View File
@@ -641,6 +641,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// Set UI Busy
UnSetUIBusy( pSoldier->ubID );
// 0verhaul
// I hate this kludgy stuff. We need to simplify the animation system so that things can be centralized
// and handled properly.
pSoldier->usPathIndex++;
// Kludge done
return( TRUE );
}
}