Made an APBPConstant a little clearer. Before it was labeled as part of the suppression system when in reality it's not.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2701 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2009-04-09 20:43:52 +00:00
parent 23a8f63bd8
commit 36eb308270
4 changed files with 6 additions and 6 deletions
+1 -1
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@@ -1066,7 +1066,7 @@ void LoadGameAPBPConstants()
APBPConstants[AP_UNJAM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNJAM",2),2);
APBPConstants[AP_MAX_SUPPRESSED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MAX_SUPPRESSED",64),64);
APBPConstants[AP_MAX_TURN_SUPPRESSED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MAX_TURN_SUPPRESSED",200),200);
APBPConstants[AP_MIN_SUPPRESSION_LIMIT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MIN_SUPPRESSION_LIMIT",-100),-100);
APBPConstants[AP_MIN_LIMIT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MIN_LIMIT",-100),-100);
APBPConstants[AP_LOST_PER_MORALE_DROP] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOST_PER_MORALE_DROP",12),12);
APBPConstants[AP_SUPPRESSION_MOD] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SUPPRESSION_MOD",24),24);
APBPConstants[DEFAULT_APS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","DEFAULT_APS",80),80);
+1 -1
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@@ -91,7 +91,7 @@ AP_UNJAM,
AP_WRONG_MAG,
AP_MAX_SUPPRESSED,
AP_MAX_TURN_SUPPRESSED,
AP_MIN_SUPPRESSION_LIMIT,
AP_MIN_LIMIT,
AP_LOST_PER_MORALE_DROP,
AP_SUPPRESSION_MOD,
AUTOFIRE_SHOTS_AP_VALUE,
+2 -2
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@@ -7456,9 +7456,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points"));
// Reduce action points!
// HEADROCK HAM Beta 2.2: Enforce a minimum limit via INI.
if (pSoldier->bActionPoints - ubPointsLost < APBPConstants[AP_MIN_SUPPRESSION_LIMIT] )
if (pSoldier->bActionPoints - ubPointsLost < APBPConstants[AP_MIN_LIMIT] )
{
pSoldier->bActionPoints = APBPConstants[AP_MIN_SUPPRESSION_LIMIT];
pSoldier->bActionPoints = APBPConstants[AP_MIN_LIMIT];
}
else
{
+2 -2
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@@ -1850,8 +1850,8 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
// If resulting APs are below our permitted minimum, raise them to it!
// HEADROCK: Enforce new minimums due to suppression. I should've done this neater though.
if (ubPoints < APBPConstants[AP_MIN_SUPPRESSION_LIMIT])
ubPoints = APBPConstants[AP_MIN_SUPPRESSION_LIMIT];
if (ubPoints < APBPConstants[AP_MIN_LIMIT])
ubPoints = APBPConstants[AP_MIN_LIMIT];
// make sure action points doesn't exceed the permitted maximum
ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ];