new fix for endless clock issue in POW cutscene, was actually caused by Elliot trying to do the kick animation which doesn't exists for civilian body type

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-06-12 09:39:20 +00:00
parent aa1df7d5a3
commit d46cbda2b6
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -13131,7 +13131,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
{
// Flugente: zombies do not kick
BOOLEAN nokick = FALSE;
if ( this->IsZombie( ) )
if ( this->IsZombie( ) || !IS_MERC_BODY_TYPE(this))//shadooow: fix for endless clock issue with Elliot in interrogation cutscene
nokick = TRUE;
// sevenfm: don't use kick when attacking with any weapon in hand
+1 -1
View File
@@ -1470,7 +1470,7 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
ActionDone(pSoldier);
// sevenfm: reset next action
if(!AreInMeanwhile() && pSoldier->ubProfile == NO_PROFILE)
if(!AreInMeanwhile()))
{
pSoldier->aiData.bNextAction = AI_ACTION_NONE;
pSoldier->aiData.usNextActionData = 0;