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Fix: ap cost for AI_ACTION_CLIMB_ROOF was wrong and calculated too often
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7972 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-13
@@ -462,9 +462,7 @@ void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo)
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BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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{
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INT16 bMinPointsNeeded = 0;
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INT8 bAPForStandUp = 0;
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INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection ) ? 0 : 1;
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//NumMessage("AffordableAction - Guy#",pSoldier->ubID);
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switch (pSoldier->aiData.bAction)
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@@ -553,17 +551,22 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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break;
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case AI_ACTION_CLIMB_ROOF:
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// SANDRO - improved this a bit
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if (pSoldier->pathing.bLevel == 0)
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{
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if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
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if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
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bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall;
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}
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else
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{
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if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
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bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall;
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INT8 bAPForStandUp = 0;
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INT8 bAPToLookAtWall = (FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection) ? 0 : GetAPsToLook( pSoldier );
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// SANDRO - improved this a bit
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if (pSoldier->pathing.bLevel == 0)
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{
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if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
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else if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
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bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall;
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}
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else
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{
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if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
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bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall;
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}
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}
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break;
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