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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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+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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