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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
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@@ -1396,8 +1396,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// OK, pick a larger direction to goto....
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pSoldier->uiStatusFlags |= SOLDIER_TURNINGFROMHIT;
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// This becomes an attack busy situation
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gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( String( "Soldier turning from a hit. Increasing attack busy. Now %d\n", gTacticalStatus.ubAttackBusyCount ) );
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// 0verhaul: There is an attack busy problem with this. The soldier could be in mid-turn
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// when another bullet is fired (auto-fire or dual-wield, for instance), and the soldier is
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// knocked down in the middle of the turn. In such a case, the attack busy does not get
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// cancelled. So if we indeed need to keep the attack busy (which may not be the case),
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// we will need to find a more reliable method. For now, I'm going to cancel out the
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// ABC adjustment here and we'll see if there needs to be something in its place.
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//gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( String( "Soldier turning from a hit. Not Increasing attack busy. Now %d\n", gTacticalStatus.ubAttackBusyCount ) );
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// Pick evenly between both
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if ( Random( 50 ) < 25 )
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