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Change: only deactivate facial animations if all 4 offsets are 0
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8571 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-6
@@ -803,15 +803,13 @@ void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer,
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pFace->fAutoDisplayBuffer = FALSE;
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pFace->uiAutoDisplayBuffer = uiDisplayBuffer;
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}
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usMercProfileID = pFace->ubCharacterNum;
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pFace->usFaceX = usFaceX;
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pFace->usFaceY = usFaceY;
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pFace->fCanHandleInactiveNow = FALSE;
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//Take eyes x,y from profile unless we are an RPC and we are small faced.....
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pFace->usEyesX = usEyesX + usFaceX;
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pFace->usEyesY = usEyesY + usFaceY;
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@@ -824,8 +822,8 @@ void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer,
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pFace->usMouthOffsetY = usMouthY;
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pFace->usMouthOffsetX = usMouthX;
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if ( pFace->usEyesY == usFaceY || pFace->usMouthY == usFaceY )
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// Flugente: the old check as silly. Play no animations if no offsets exist (that would mean eyes and mouth overlap, which is an indicator it wouldn't work)
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if ( !usEyesX && !usEyesY && !usMouthY && !usMouthX )
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{
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pFace->fInvalidAnim = TRUE;
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}
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