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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
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@@ -2514,20 +2514,19 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
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//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
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if(is_server && this->ubID < 120)
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if((is_server && this->ubID < 120)||(is_client && this->ubID < 20))
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{
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this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
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send_changestate(&SChangeState);
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}
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else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM)))
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{
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//else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM)))
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//{
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// this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
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// send_changestate(&SChangeState);
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//}
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//else if (!is_client)
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//{
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this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
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send_changestate(&SChangeState);
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}
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else if (!is_client)
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{
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this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
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}
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//}
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return( TRUE );
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}
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@@ -11913,7 +11912,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
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else
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{
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pSoldier->BeginTyingToFall( );
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pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
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if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
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else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_STAND, 0, FALSE );
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}
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break;
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@@ -11926,7 +11926,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
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// then when real anims come, use them instead.
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//if ( fMerc )
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//{
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pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE);
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if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE);
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else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_CROUCH, 0, FALSE );
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//}
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//else
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//{
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@@ -11950,7 +11951,8 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
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break;
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default:
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pSoldier->EVENT_InitNewSoldierAnim( PRONE_LAY_FROMHIT, 0 , FALSE );
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if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( PRONE_LAY_FROMHIT, 0 , FALSE );
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else pSoldier->ChangeSoldierState( PRONE_LAY_FROMHIT, 0, FALSE );
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break;
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}
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break;
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