diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 96cc826a..8c74e614 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -712,7 +712,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) // FIRST CHECK IF WE'VE REACHED MAX FOR GUN fStop = FALSE; - if ( pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS]))) || ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst)) + if ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst) || (pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS])))) ) { fStop = TRUE; fFreeUpAttacker = TRUE;