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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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@@ -1849,8 +1849,9 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
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ubPoints = DynamicAdjustAPConstants(ubPoints, ubPoints);
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// If resulting APs are below our permitted minimum, raise them to it!
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if (ubPoints < APBPConstants[AP_MINIMUM])
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ubPoints = APBPConstants[AP_MINIMUM];
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// HEADROCK: Enforce new minimums due to suppression. I should've done this neater though.
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if (ubPoints < gGameExternalOptions.iMinAPLimitFromSuppression)
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ubPoints = gGameExternalOptions.iMinAPLimitFromSuppression;
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// make sure action points doesn't exceed the permitted maximum
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ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ];
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@@ -6688,6 +6689,15 @@ void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCou
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this->usQuoteSaidExtFlags &= ( ~SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL );
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this->bNumHitsThisTurn = 0;
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this->ubSuppressionPoints = 0;
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// HEADROCK HAM B2: Optional fix for suppression. This clears up the value that measures suppression
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// accumulated so far. Previously, the value was NEVER cleared, which means that a character could
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// only be suppressed ONCE in the game (unless they die or get deleted). There's really no reason to
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// keep this in an IF statement though, as it should, by all rights, erase itself each turn at the very
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// least to avoid the once-in-a-lifetime suppression problem.
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if (gGameExternalOptions.iClearSuppression == 1)
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{
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this->ubAPsLostToSuppression = 0;
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}
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this->flags.fCloseCall = FALSE;
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this->ubMovementNoiseHeard = 0;
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