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Brief: //dnl ch64
- Fixing Tank bursting shells problem, and some other tank related bugs. Details: - There are several problem with Tank handling, main was forcing to use gun although already decide to use machinegun which lead to bursting shells. - Another one was related to machinegun usage as current autofire handling is not supported by TANK BURST animation which had limit to 6 rounds, so decision to fire anything different then 6 lead to complete wrong APs deduction. - Fix some invalid animation decision as current tank cannot raise gun or move or check for cover. - Fix problem with wrong return (INT8) although after introduction of 100AP system APs variables are INT16 which create bad APs calculation for tank. - Fix general problem with burst and autofire when soldier decide to when swap weapons. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -389,6 +389,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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pSoldier->usAniCode = 3;
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else if(pSoldier->usAnimState == FIRE_BURST_LOW_STAND || pSoldier->usAnimState == LOW_BURST_ALTERNATIVE_STAND && pSoldier->usAniCode == 37) //we are firing down to something very close, last shot
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pSoldier->usAniCode = 14;
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else if(pSoldier->usAnimState == TANK_BURST)//dnl ch64 280813 fix 6 round burst limitation
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{
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if(pSoldier->bDoBurst < pSoldier->bDoAutofire)//!!! this will be fine as long you not decide to equip tank with other weapons add limitted ammo, weapon jam, etc.
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pSoldier->usAniCode = 4;
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else
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pSoldier->usAniCode = 34;
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}
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}
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OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
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