diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index f9f777ba..396a6ef6 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -462,9 +462,7 @@ void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo) BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier) { INT16 bMinPointsNeeded = 0; - INT8 bAPForStandUp = 0; - INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection ) ? 0 : 1; - + //NumMessage("AffordableAction - Guy#",pSoldier->ubID); switch (pSoldier->aiData.bAction) @@ -553,17 +551,22 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier) break; case AI_ACTION_CLIMB_ROOF: - // SANDRO - improved this a bit - if (pSoldier->pathing.bLevel == 0) { - if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); - if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE); - bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall; - } - else - { - if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); - bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall; + INT8 bAPForStandUp = 0; + INT8 bAPToLookAtWall = (FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection) ? 0 : GetAPsToLook( pSoldier ); + + // SANDRO - improved this a bit + if (pSoldier->pathing.bLevel == 0) + { + if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); + else if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE); + bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall; + } + else + { + if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); + bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall; + } } break;