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Added Headrock's HAM 2.8
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2650 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+37
-1
@@ -1122,7 +1122,43 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
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}
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else
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{
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sAPCost += (bAimTime*APBPConstants[AP_CLICK_AIM]);
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if (gGameExternalOptions.fIncreasedAimingCost )
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{
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// HEADROCK HAM B2.6: Changed the number of APs to attack when aiming.
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if (bAimTime > 0)
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{
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// Add 1/2 ready cost (rounded up) for getting the sights up to the eye
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sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
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// Add regular aim time for the first 4 aiming actions.
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sAPCost += __min(bAimTime,4);
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// If the weapon has a scope, and the target is within eligible range for scope use
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if ( IsScoped(&pSoldier->inv[HANDPOS])
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&& GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ) >= GetMinRangeForAimBonus(&pSoldier->inv[HANDPOS]) )
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{
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// Add time to adjust eye to scope
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if (bAimTime > 0)
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{
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sAPCost += 1;
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}
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// Add 2 APs for each aiming point between 5 and 6
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if (bAimTime > 4)
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{
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sAPCost += __min(((bAimTime - 4) * 2), 4);
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}
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// Add 3 APs for each aiming point beyond 6.
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if (bAimTime > 6)
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{
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sAPCost += (bAimTime - 6) * 3;
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}
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}
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}
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}
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else
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{
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sAPCost += bAimTime;
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}
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}
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}
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