Punching: don't use kick animation when attacking with weapon in hand

Stealing: don't turn to attacker when lying prone (to prevent possible endless clock)
Bayonet:
- fix: disable wirecutters cursor in bayonet mode
- always use STAB attack for bayonet
- always give MELEE bonus when using bayonet

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2016-06-25 10:52:47 +00:00
parent f8d9a538cd
commit 9b2e65cade
3 changed files with 23 additions and 5 deletions
+8 -1
View File
@@ -12161,7 +12161,8 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
}
else
{
if ( Random( 50 ) > 25 )
// sevenfm: always use STAB attack for bayonet
if ( Random( 50 ) > 25 || this->bWeaponMode == WM_ATTACHED_BAYONET)
{
this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE );
}
@@ -12394,6 +12395,12 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
if ( this->IsZombie( ) )
nokick = TRUE;
// sevenfm: don't use kick when attacking with any weapon in hand
if( this->inv[ HANDPOS ].exists() )
{
nokick = TRUE;
}
// Look at stance of target
switch ( gAnimControl[pTSoldier->usAnimState].ubEndHeight )
{