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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
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+13
-6
@@ -1628,8 +1628,11 @@ BOOLEAN ExecuteOverhead( )
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{
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// Flugente: if in turnbased combat and option is selected, do not go to standing animation
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// By this, we wont have to spend additional APs when we continue to run
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if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT && gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
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!pSoldier->bCollapsed && !pSoldier->bBreathCollapsed )
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if ((gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_PC) && // sevenfm: this option works only for player
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gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
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!pSoldier->bCollapsed &&
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!pSoldier->bBreathCollapsed)
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{
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// 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.
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BOOLEAN dontadjustanim = FALSE;
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@@ -1670,11 +1673,15 @@ BOOLEAN ExecuteOverhead( )
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pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
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pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
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}
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else
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pSoldier->SoldierGotoStationaryStance( );
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else
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{
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pSoldier->SoldierGotoStationaryStance();
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}
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}
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else
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pSoldier->SoldierGotoStationaryStance( );
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else
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{
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pSoldier->SoldierGotoStationaryStance();
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}
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}
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}
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}
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