From d46cbda2b654bf18854b9c86485c9542c8aa9d2b Mon Sep 17 00:00:00 2001 From: Shadooow Date: Sat, 12 Jun 2021 09:39:20 +0000 Subject: [PATCH] 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 --- Tactical/Soldier Control.cpp | 2 +- TacticalAI/AIMain.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index ad44b300..f428d8f8 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 489faff1..66fa676e 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -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;