From 018d02e5f487ccfe37f7012e936f7f0ffb139c4d Mon Sep 17 00:00:00 2001 From: MaddMugsy Date: Mon, 19 Jun 2006 15:57:16 +0000 Subject: [PATCH] -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 --- TacticalAI/Attacks.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/TacticalAI/Attacks.cpp b/TacticalAI/Attacks.cpp index abb36e91..98c72860 100644 --- a/TacticalAI/Attacks.cpp +++ b/TacticalAI/Attacks.cpp @@ -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);