Address review feedback

This commit is contained in:
Marco Antonio Jaguaribe Costa
2023-01-19 00:13:08 +02:00
committed by Asdow
parent 8b1c4effa0
commit d4abc82488
16 changed files with 22 additions and 93 deletions
+14 -26
View File
@@ -3919,8 +3919,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
if ( !this->flags.fDontChargeAPsForStanceChange )
{
// CHRISL
// SANDRO - APBPConstants[AP_CROUCH] changed to GetAPsCrouch()
if ( UsingNewInventorySystem( ) )
{
if ( usNewState == KNEEL_UP || usNewState == BIGMERC_CROUCH_TRANS_OUTOF )
@@ -3950,32 +3948,25 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
// ATE: If we are NOT waiting for prone down...
if ( this->flags.bTurningFromPronePosition < TURNING_FROM_PRONE_START_UP_FROM_MOVE && !this->flags.fDontChargeAPsForStanceChange )
{
// silversurfer: of course we deduct points for stance changes!
// ATE: Don't do this if we are still 'moving'....
// SANDRO - APBPConstants[AP_PRONE] changed to GetAPsProne()
//if ( this->sGridNo == this->pathing.sFinalDestination || this->pathing.usPathIndex == 0 )
//{
// CHRISL
if ( UsingNewInventorySystem( ) )
if ( UsingNewInventorySystem( ) )
{
if ( usNewState == PRONE_UP )
{
if ( usNewState == PRONE_UP )
{
sAPCost = GetAPsProne( this, TRUE * 2 );
sBPCost = APBPConstants[BP_PRONE] + 2;
}
else
{
sAPCost = GetAPsProne( this, TRUE );
sBPCost = APBPConstants[BP_PRONE] + 1;
}
sAPCost = GetAPsProne( this, TRUE * 2 );
sBPCost = APBPConstants[BP_PRONE] + 2;
}
else
{
sAPCost = GetAPsProne( this, FALSE );
sBPCost = APBPConstants[BP_PRONE];
sAPCost = GetAPsProne( this, TRUE );
sBPCost = APBPConstants[BP_PRONE] + 1;
}
DeductPoints( this, sAPCost, sBPCost );
//}
}
else
{
sAPCost = GetAPsProne( this, FALSE );
sBPCost = APBPConstants[BP_PRONE];
}
DeductPoints( this, sAPCost, sBPCost );
}
this->flags.fDontChargeAPsForStanceChange = FALSE;
break;
@@ -4311,8 +4302,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
// Reset some animation values
this->flags.fForceShade = FALSE;
// CHECK IF WE ARE AT AN IDLE ACTION
// ATE; For some animations that could use some variations, do so....
if ( usNewState == CHARIOTS_OF_FIRE || usNewState == BODYEXPLODING )
{
@@ -7114,7 +7103,6 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16
return(FALSE);
}
// we can use the soldier's level here because we don't have pathing across levels right now...
{
iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags );
fContinue = (iDest != 0);