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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
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@@ -12340,7 +12340,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
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this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
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this->EVENT_InitNewSoldierAnim(BAYONET_STAB, 0, FALSE);
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this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_STANDING, 0, FALSE);
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}
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// SANDRO - use focused stab animation on aimed blade attacks
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else if (gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0))
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@@ -12379,9 +12379,17 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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break;
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case ANIM_PRONE:
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if (this->bWeaponMode == WM_ATTACHED_BAYONET && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND)
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{
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// if this attack happens directly after running, the attack is slightly more powerful due to extra force
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if (this->usAnimState == RUNNING || this->usAnimState == RUNNING_W_PISTOL)
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this->usSoldierFlagMask2 |= SOLDIER_BAYONET_RUNBONUS;
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this->EVENT_InitNewSoldierAnim(BAYONET_STAB_STANDING_VS_PRONE, 0, FALSE);
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}
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// CHECK OUR STANCE
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if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
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else if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
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{
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// SET DESIRED STANCE AND SET PENDING ANIMATION
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SendChangeSoldierStanceEvent( this, ANIM_CROUCH );
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@@ -23040,7 +23048,8 @@ UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation )
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case SLICE:
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case STAB:
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case CROUCH_STAB:
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case BAYONET_STAB:
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case BAYONET_STAB_STANDING_VS_STANDING:
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case BAYONET_STAB_STANDING_VS_PRONE:
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case PUNCH:
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case PUNCH_BREATH:
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case KICK_DOOR:
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