Fix to make soldier continue towards destination if previous path ended with a special move

Re-integrated LUA and console.  Still many things to finish though.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1048 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-07-14 04:25:07 +00:00
parent 0c6b247cf5
commit 99e45d697e
6 changed files with 74 additions and 13 deletions
+9 -1
View File
@@ -2109,8 +2109,16 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( pSoldier->usPathIndex == pSoldier->usPathDataSize )
{
pSoldier->usPathIndex = pSoldier->usPathDataSize;
// Stop, don't do anything.....
// 0verhaul: Only if not at the final destination
// Another reason for rebuilding the animation system. This should be part of a common
// path continuation code so that any other bug fixes won't need to be duplicated in other areas.
if ( pSoldier->sGridNo != pSoldier->sFinalDestination)
{
if ( !EVENT_InternalGetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode, 2, FALSE ) )
{
}
}
}
else
{