synced merc collapse

'resolved' timer cursor lockups
add new server ini variable: DISABLE_SPEC_MODE = 0 
possible lessening of chance for AI to Lockup.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2184 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
haydent
2008-05-19 11:17:48 +00:00
parent 06c9fb60cc
commit 947dcb7e5d
8 changed files with 50 additions and 18 deletions
+15 -13
View File
@@ -2514,20 +2514,19 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
if(is_server && this->ubID < 120)
if((is_server && this->ubID < 120)||(is_client && this->ubID < 20))
{
this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
send_changestate(&SChangeState);
}
else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM)))
{
//else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM)))
//{
// this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
// send_changestate(&SChangeState);
//}
//else if (!is_client)
//{
this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
send_changestate(&SChangeState);
}
else if (!is_client)
{
this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
}
//}
return( TRUE );
}
@@ -11913,7 +11912,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
else
{
pSoldier->BeginTyingToFall( );
pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
}
break;
@@ -11926,7 +11926,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
// then when real anims come, use them instead.
//if ( fMerc )
//{
pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE);
if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE);
else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_CROUCH, 0, FALSE );
//}
//else
//{
@@ -11950,7 +11951,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
break;
default:
pSoldier->EVENT_InitNewSoldierAnim( PRONE_LAY_FROMHIT, 0 , FALSE );
if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( PRONE_LAY_FROMHIT, 0 , FALSE );
else pSoldier->ChangeSoldierState( PRONE_LAY_FROMHIT, 0, FALSE );
break;
}
break;