Fix for clock problem when dual wield or auto-fire causes a soldier to turn on the first shot but knocks him down on a successive shot

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-10-23 08:06:02 +00:00
parent b0b9d14154
commit a1ac43ee58
3 changed files with 17 additions and 5 deletions
+6 -1
View File
@@ -7724,7 +7724,12 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
if ( pSoldier )
{
pSoldier->bNumPelletsHitBy = 0;
pSoldier->fGettingHit = FALSE;
if ( !( pSoldier->uiStatusFlags & SOLDIER_TURNINGFROMHIT ) )
{
// 0verhaul: This is an ugly hack. I don't like it, but until I figure out a better solution
// for turning from a hit, it's the only way to not stop a soldier in mid-turn.
pSoldier->fGettingHit = FALSE;
}
if (pSoldier->ubAttackerID != NOBODY )
{