# HG changeset patch # User nemo # Date 1268598776 0 # Node ID d83edb74e92dc99233df0cea3d37a40f648d458e # Parent 5ef18e26f1837984ad0ba269545858801bdb8702 Remove animation on jumping/resuming walk, only leave it in on weapon switch diff -r 5ef18e26f183 -r d83edb74e92d hedgewars/HHHandlers.inc --- a/hedgewars/HHHandlers.inc Sun Mar 14 20:31:28 2010 +0000 +++ b/hedgewars/HHHandlers.inc Sun Mar 14 20:32:56 2010 +0000 @@ -395,7 +395,6 @@ if not cArtillery then Gear^.dX:= SignAs(_0_15, Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; PlaySound(sndJump1, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack); - Gear^.Timer:= 10; exit end; end; @@ -409,7 +408,6 @@ SetLittle(Gear^.dX); Gear^.State:= Gear^.State or gstMoving or gstHHJumping; PlaySound(sndJump3, PHedgehog(Gear^.Hedgehog)^.Team^.voicepack); - Gear^.Timer:= 10; exit end; diff -r 5ef18e26f183 -r d83edb74e92d hedgewars/uGears.pas --- a/hedgewars/uGears.pas Sun Mar 14 20:31:28 2010 +0000 +++ b/hedgewars/uGears.pas Sun Mar 14 20:32:56 2010 +0000 @@ -589,20 +589,17 @@ step: (stDelay, stChDmg, stSweep, stTurnReact, stAfterDelay, stChWin, stWater, stChWin2, stHealth, stSpawn, stNTurn) = stDelay; -var StoppedSteps: boolean; var Gear, t: PGear; begin PrvInactive:= AllInactive; AllInactive:= true; -StoppedSteps:= false; if (StepSoundTimer > 0) and (StepSoundChannel < 0) then StepSoundChannel:= LoopSound(sndSteps) else if (StepSoundTimer = 0) and (StepSoundChannel > -1) then begin StopSound(StepSoundChannel); - StepSoundChannel:= -1; - StoppedSteps:= true + StepSoundChannel:= -1 end; if StepSoundTimer > 0 then @@ -613,7 +610,6 @@ begin Gear:= t; t:= Gear^.NextGear; - if (Gear = CurrentHedgehog^.Gear) and (StoppedSteps) then Gear^.Timer:= 10; if Gear^.Active then begin if Gear^.RenderTimer and (Gear^.Timer > 500) and ((Gear^.Timer mod 1000) = 0) then