Added bayonet animations (standing against prone targets) for all merc bodytypes (by Taro)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8494 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-10-06 17:52:26 +00:00
parent fabd27c376
commit d701f26919
5 changed files with 42 additions and 19 deletions
+12 -3
View File
@@ -12340,7 +12340,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
this->EVENT_InitNewSoldierAnim(BAYONET_STAB, 0, FALSE);
this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_STANDING, 0, FALSE);
}
// SANDRO - use focused stab animation on aimed blade attacks
else if (gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0))
@@ -12379,9 +12379,17 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
break;
case ANIM_PRONE:
if (this->bWeaponMode == WM_ATTACHED_BAYONET && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND)
{
// if this attack happens directly after running, the attack is slightly more powerful due to extra force
if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_PRONE, 0, FALSE);
}
// CHECK OUR STANCE
if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
else if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
{
// SET DESIRED STANCE AND SET PENDING ANIMATION
SendChangeSoldierStanceEvent( this, ANIM_CROUCH );
@@ -23040,7 +23048,8 @@ UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation )
case SLICE:
case STAB:
case CROUCH_STAB:
case BAYONET_STAB:
case BAYONET_STAB_STANDING_VS_STANDING:
case BAYONET_STAB_STANDING_VS_PRONE:
case PUNCH:
case PUNCH_BREATH:
case KICK_DOOR: