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[Bug] Audio loop (footsteps) recurs infinitely when a carried unconscious merc wakes up during Drag/Carry #689

Description

@oregusan

Description

There is a minor logical bug in the tactical audio/animation handler during the Drag Corpse / Carry Merc action. If a mercenary falls unconscious due to energy depletion (collapse) and is being carried/dragged by another merc, a continuous footstep sound loop plays to reflect the heavy movement. However, if the carried mercenary wakes up while currently being dragged, the tactical state changes, but the footstep sound effect goes into an infinite recursive audio loop. This looped sound plays continuously until the player forces the newly awakened merc to make a manual move/action.

Steps to Reproduce (STR)

  1. Have Merc A drain their energy completely until they collapse/fall unconscious.
  2. Have Merc B stand next to Merc A, crouch, and initiate the "Drag/Carry" action via the context menu.
  3. Start moving Merc B to transport Merc A (the heavy walking sound loop starts playing).
  4. Advance time or wait until Merc A naturally regenerates enough energy to wake up while still being carried by Merc B.
  5. Once Merc A wakes up, stop moving.

Actual Result

The heavy movement footstep sound effect gets stuck in an infinite loop and plays continuously in the background, even when both mercenaries are completely stationary. The loop only stops once the player manually selects the awakened Merc A and forces them to make a step or perform an action, which finally resets the audio mixer channel.

Expected Result

The audio hook for the heavy dragging footsteps should receive a StopSound or reset signal immediately when the carried character's state changes from unconscious to awake, or when the dragging action is structurally interrupted by the OnWakeUp event.

Environment

  • JA2 1.13 V4-3318-G06B115 2026-07-30 GitHub 1dot13/source branch master

Suggested Labels: bug, tactical, audio, minor

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