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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
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@@ -13131,7 +13131,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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// Flugente: zombies do not kick
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// Flugente: zombies do not kick
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BOOLEAN nokick = FALSE;
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BOOLEAN nokick = FALSE;
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if ( this->IsZombie( ) )
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if ( this->IsZombie( ) || !IS_MERC_BODY_TYPE(this))//shadooow: fix for endless clock issue with Elliot in interrogation cutscene
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nokick = TRUE;
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nokick = TRUE;
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// sevenfm: don't use kick when attacking with any weapon in hand
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// sevenfm: don't use kick when attacking with any weapon in hand
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@@ -1470,7 +1470,7 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
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ActionDone(pSoldier);
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ActionDone(pSoldier);
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// sevenfm: reset next action
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// sevenfm: reset next action
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if(!AreInMeanwhile() && pSoldier->ubProfile == NO_PROFILE)
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if(!AreInMeanwhile()))
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{
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{
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pSoldier->aiData.bNextAction = AI_ACTION_NONE;
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pSoldier->aiData.bNextAction = AI_ACTION_NONE;
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pSoldier->aiData.usNextActionData = 0;
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pSoldier->aiData.usNextActionData = 0;
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