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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -997,6 +997,16 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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//RUN (with pistol)
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{"RUN WITH PISTOL" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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//SIDE STEPPING WITH READIED WEAPON
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"SIDE STEPPING WITH PISTOL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"SIDE STEPPING WITH RIFLE RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"SIDE STEPPING WITH DUAL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//WALKING WITH READIED WEAPON
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{"WALKING WITH PISTOL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"WALKING WITH RIFLE RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"WALKING WITH DUAL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1397,6 +1407,14 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
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gubAnimSurfaceIndex[ REGMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
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gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
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gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
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@@ -1775,6 +1793,13 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ BIGMALE ][ JUMPWINDOWS ] = BGMJUMPWINDOWS;
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gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_PISTOL_RDY ] = BGMSIDESTEP_P_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_RIFLE_RDY ] = BGMSIDESTEP_R_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ WALKING_PISTOL_RDY ] = BGMWALK_P_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ WALKING_RIFLE_RDY ] = BGMWALK_R_RDY;
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gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
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@@ -2169,6 +2194,14 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
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gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
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gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
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gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
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gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN;
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@@ -2541,6 +2574,15 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
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gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_PISTOL_RDY ] = RGFSIDESTEP_P_RDY;
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gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_RIFLE_RDY ] = RGFSIDESTEP_R_RDY;
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gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
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gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_PISTOL_RDY ] = RGFWALK_P_RDY;
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gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_RIFLE_RDY ] = RGFWALK_R_RDY;
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gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN;
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@@ -3275,6 +3317,14 @@ BOOLEAN LoadAnimationStateInstructions( )
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memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
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memcpy(gusAnimInst[SIDE_STEP_PISTOL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
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memcpy(gusAnimInst[SIDE_STEP_RIFLE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
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memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
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memcpy(gusAnimInst[WALKING_PISTOL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
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memcpy(gusAnimInst[WALKING_RIFLE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
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memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
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return( TRUE );
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}
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@@ -3665,6 +3715,20 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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// else usAnimSurface = BGMSTANDAIM2;
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}
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}
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if ( usAnimSurface == BGMSIDESTEP_R_RDY )
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{
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if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
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{
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usAnimSurface = BGMSIDESTEP_R_RDY2;
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}
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}
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if ( usAnimSurface == BGMWALK_R_RDY )
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{
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if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
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{
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usAnimSurface = BGMWALK_R_RDY2;
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}
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}
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// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
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if ( usAnimSurface == BGMSTANDING )
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@@ -3788,13 +3852,17 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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// Look for good two pistols sub anim.....
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if ( gDoubleHandledSub.usAnimState == usAnimState )
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{
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{
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// Do we carry two pistols...
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//if ( Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN )
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if ( pSoldier->IsValidSecondHandShot() )
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{
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usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
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fAdjustedForItem = TRUE;
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usAltAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
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if ( usAltAnimSurface != INVALID_ANIMATION )
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{
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usAnimSurface = usAltAnimSurface;
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fAdjustedForItem = TRUE;
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}
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}
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}
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