diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index f428d8f83..25b159575 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -13162,12 +13162,12 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio if ( gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_STAND ) { // if we aim for legs, always use kick - if ( this->bAimShotLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) + if ( this->bAimMeleeLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) { this->EVENT_InitNewSoldierAnim( FOCUSED_HTH_KICK, 0, FALSE ); } // if we aim for head, always use punch animation - else if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) + else if ( this->bAimMeleeLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) { this->EVENT_InitNewSoldierAnim( FOCUSED_PUNCH, 0, FALSE ); } @@ -13202,12 +13202,12 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio if ( gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_STAND ) { // if we aim for legs, always use kick - if ( this->bAimShotLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) + if ( this->bAimMeleeLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) { this->EVENT_InitNewSoldierAnim( HTH_KICK, 0, FALSE ); } // if we aim for head, always use punch animation - else if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) + else if ( this->bAimMeleeLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) { this->EVENT_InitNewSoldierAnim( PUNCH, 0, FALSE ); } @@ -13223,7 +13223,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio else // if crouching enemy { // random if aiming on head, favor kick though - if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) || nokick ) + if ( this->bAimMeleeLocation == AIM_SHOT_HEAD || (ubDirection & 1) || nokick ) { if ( nokick || Random( 20 ) > 12 || (ubDirection & 1) ) this->EVENT_InitNewSoldierAnim( PUNCH, 0, FALSE );