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Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled - Alternative Weapon Holding (firing from hip + pistol with one hand) - Energy Cost on Weapon Manipulation (holding it shouldered, firing) - Suppression Effectiveness Modified by Caliber and Gun Loudness - No Enemy Auto-ready Weapon Option - Fancy Big Merc Rifle Holding Animations - More Random Idle Animations - Kick in HtH Implemented - Jumping Implemented - (Included Fix for IIS with Martial Arts Bonus) - further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884 - you also need the latest GameDir files! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1138,7 +1138,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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// now it better be a gun, or the guy can't shoot (but has other attack(s))
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// get the minimum cost to attack the same target with this gun
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ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
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ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0);
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// if we have enough action points to shoot with this gun
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if (pSoldier->bActionPoints >= ubMinAPCost)
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@@ -1250,7 +1250,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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}
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// get the minimum cost to attack with this knife
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ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST);
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ubMinAPCost = MinAPsToAttack(pSoldier,pSoldier->sLastTarget,DONTADDTURNCOST,0);
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//sprintf(tempstr,"%s - ubMinAPCost = %d",pSoldier->name,ubMinAPCost);
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//PopMessage(tempstr);
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