- 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
This commit is contained in:
Sandro
2012-11-26 19:01:25 +00:00
parent d3d47da188
commit d60507a020
4 changed files with 43 additions and 10 deletions
+21 -9
View File
@@ -6733,12 +6733,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
{
return( FALSE );
}*/
if( !(_KeyDown( SHIFT )) )
{
return( FALSE );
}
// Loop through positions...
for (INT8 cnt = 0; cnt < 4; cnt++)
{
@@ -6803,11 +6798,18 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
return( FALSE );
}
// 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)
// 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)
ubGuyThere = WhoIsThere2( sInBetween, pSoldier->pathing.bLevel );
if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID )
{
return( FALSE );
if ( gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
{
return( FALSE );
}
else if ( gsCurrentActionPoints == 0 || !fCheckForPath )
{
return( TRUE );
}
}
// Get the height of stuff on the tile, we can only jump over low obstacles like this
@@ -6848,6 +6850,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
{
return( FALSE );
}
if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
{
return( FALSE );
}
// If we got here, we are good to go
return ( TRUE );
@@ -6975,6 +6982,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
default:
return( FALSE );
break;
}
if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
{
return( FALSE );
}
// If we got here, we are good to go