NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT: apply only for player mercs, to avoid possible problems with AI.

CalcChanceHTH: only use reduced chance for boxers.
AIDoctorFriend, AIDoctorSelf: first change soldier to stationary.
AIDoctorFriend: change target to stationary.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8928 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-02-08 18:27:27 +00:00
parent 6ad8b22368
commit d66a05b0f4
3 changed files with 26 additions and 9 deletions
+13 -6
View File
@@ -1628,8 +1628,11 @@ BOOLEAN ExecuteOverhead( )
{
// Flugente: if in turnbased combat and option is selected, do not go to standing animation
// By this, we wont have to spend additional APs when we continue to run
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
!pSoldier->bCollapsed && !pSoldier->bBreathCollapsed )
if ((gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) &&
(pSoldier->flags.uiStatusFlags & SOLDIER_PC) && // sevenfm: this option works only for player
gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
!pSoldier->bCollapsed &&
!pSoldier->bBreathCollapsed)
{
// Flugente: We have to decide depending on the animation we have, otherwise we can cause bugs if we do this after being hit by an explosion etc.
BOOLEAN dontadjustanim = FALSE;
@@ -1670,11 +1673,15 @@ BOOLEAN ExecuteOverhead( )
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else
pSoldier->SoldierGotoStationaryStance( );
else
{
pSoldier->SoldierGotoStationaryStance();
}
}
else
pSoldier->SoldierGotoStationaryStance( );
else
{
pSoldier->SoldierGotoStationaryStance();
}
}
}
}