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Fixes (by Ocular): Grenade Launchers didn't cost any Ready AP.
Underbarrel launchers shouldn't be able to change Ready AP of primary weapon because of AP micromanagement exploits. http://www.ja-galaxy-forum.com/ubbthreads.php/topics/336777/[PATCH]_Fix_ready_AP_cost_and_#Post336777 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7584 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+6
-4
@@ -3356,9 +3356,11 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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UINT16 usItem;
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UINT8 ubReadyAPs = 0;
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if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch72 250913
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// Don't check the ready APs of an attached underbarrel launcher; the cost of raising a weapon
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// should not change with firing mode as it creates an unfun opportunity for micro-optimization
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/*if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch72 250913
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usItem = GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS]);
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else
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else*/
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usItem = pSoldier->inv[HANDPOS].usItem;
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// If this is a dwel pistol anim
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@@ -3399,8 +3401,8 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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}
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else
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{
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// CHECK FOR RIFLE
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if ( Item[ usItem ].usItemClass == IC_GUN )
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// CHECK FOR RIFLE (and grenade launchers)
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if ( Item[ usItem ].usItemClass & (IC_GUN | IC_LAUNCHER) )
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{
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ubReadyAPs = Weapon[ usItem ].ubReadyTime;
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