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