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- Bobby Ray's tool tips for GL fixed
- bug fix: CTD when shoot at soldier and see items afterwards (happens not always) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@189 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9789,7 +9789,7 @@ void SelectMoveAnimationFromStance( SOLDIERTYPE *pSoldier )
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void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth )
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{
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UINT16 usAnimSurface;
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UINT16 usAnimSurface;
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ETRLEObject *pTrav;
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usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
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@@ -9802,12 +9802,12 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
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return;
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}
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if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
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{
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if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
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{
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*psHeight = (INT16)5;
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*psWidth = (INT16)5;
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return;
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}
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}
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// OK, noodle here on what we should do... If we take each frame, it will be different slightly
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// depending on the frame and the value returned here will vary thusly. However, for the
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@@ -9815,7 +9815,8 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
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if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects )
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{
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int i = 0;
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//int i = 0;
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return;
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}
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pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );
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