-allowed AI to use extra aiming levels

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-19 15:57:16 +00:00
parent 43eac493ae
commit 018d02e5f4
+5 -5
View File
@@ -256,13 +256,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
}
else
{
ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPcost);
ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPcost);
}
// consider the various aiming times
if ( !Weapon[pSoldier->usAttackingWeapon].NoSemiAuto )
{
for (ubAimTime = AP_MIN_AIM_ATTACK; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
for (ubAimTime = AllowedAimingLevels(pSoldier); ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
{
//HandleMyMouseCursor(KEYBOARDALSO);
@@ -1046,7 +1046,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
}
// calculate the maximum possible aiming time
ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPcost);
ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPcost);
DebugMsg(TOPIC_JA2 , DBG_LEVEL_3 , String("Max Possible Aim Time = %d",ubMaxPossibleAimTime ));
// calc next attack's minimum AP cost (excludes readying & turning)
@@ -1261,7 +1261,7 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
iBestHitRate = 0; // reset best hit rate to minimum
// calculate the maximum possible aiming time
ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPCost);
ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPCost);
//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);
// consider the various aiming times
@@ -1443,7 +1443,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
// calculate the maximum possible aiming time
//ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPCost);
//ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPCost);
ubMaxPossibleAimTime = 0;
//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);