From a353c2cea86f7be4a4d2bac6ff6fd5ca4802b5f9 Mon Sep 17 00:00:00 2001 From: MaddMugsy Date: Thu, 22 Jun 2006 07:01:35 +0000 Subject: [PATCH] -fixed GL Bursts so they work w/guns w/out burst mode git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@285 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Soldier Ani.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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;