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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
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@@ -641,6 +641,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// Set UI Busy
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UnSetUIBusy( pSoldier->ubID );
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// 0verhaul
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// I hate this kludgy stuff. We need to simplify the animation system so that things can be centralized
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// and handled properly.
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pSoldier->usPathIndex++;
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// Kludge done
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return( TRUE );
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}
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}
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