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- Changed jumping hotkey from >Shift+Mouse Button< to >Ctrl+Shift+Mouse Button<
- "Flexing" idle animation made rare, unless the merc has Show Off personality. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2058,7 +2058,7 @@ void InitAnimationSurfacesPerBodytype( )
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gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID = BIGBUY_FLEX;
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gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll = 0;
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gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 9;
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gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
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gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_SHOWOFF;
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gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
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gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
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@@ -24,6 +24,7 @@
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#define RANDOM_ANIM_INJURED 0x08
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#define RANDOM_ANIM_DRUNK 0x10
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#define RANDOM_ANIM_LOOKAROUND 0x20
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#define RANDOM_ANIM_SHOWOFF 0x40
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#define INJURED_CHANGE_THREASHOLD 30
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+21
-9
@@ -6733,12 +6733,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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{
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return( FALSE );
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}*/
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if( !(_KeyDown( SHIFT )) )
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{
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return( FALSE );
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}
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// Loop through positions...
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for (INT8 cnt = 0; cnt < 4; cnt++)
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{
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@@ -6803,11 +6798,18 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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return( FALSE );
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}
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// If there's a guy here, and he's not prone, we can't jump over him (maybe the way we hop over fence? lol)
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// If there's a guy here, and he's not prone, we can't jump over him (maybe the way we hop over fence when he's crouched? lol)
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ubGuyThere = WhoIsThere2( sInBetween, pSoldier->pathing.bLevel );
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID )
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{
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return( FALSE );
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if ( gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
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{
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return( FALSE );
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}
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else if ( gsCurrentActionPoints == 0 || !fCheckForPath )
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{
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return( TRUE );
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}
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}
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// Get the height of stuff on the tile, we can only jump over low obstacles like this
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@@ -6848,6 +6850,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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{
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return( FALSE );
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}
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if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
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{
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return( FALSE );
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}
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// If we got here, we are good to go
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return ( TRUE );
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@@ -6975,6 +6982,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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default:
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return( FALSE );
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break;
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}
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if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
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{
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return( FALSE );
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}
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// If we got here, we are good to go
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@@ -1804,6 +1804,26 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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continue;
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}
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}
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// If it is lookaround animation, don't play it if we see at least one enemy
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if ( pAnimDef->ubFlags & RANDOM_ANIM_SHOWOFF )
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{
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// enemy on sight, don't pretend we don't see him!
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if ( pSoldier->ubProfile != NO_PROFILE )
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{
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if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait != CHAR_TRAIT_SHOWOFF && Random( 10 ) < 9 )
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{
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continue;
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}
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}
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else
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{
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if ( Random( 10 ) < 7 )
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{
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continue;
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}
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}
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}
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// If we are an alternate big guy and have been told to use a normal big merc ani...
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//if ( ( pAnimDef->ubFlags & RANDOM_ANIM_FIRSTBIGMERC ) && ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) )
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