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Possible fix for the intermittent sector inventory right-click issue.
Fixed the display AP cost for shooting (when you also have to change facing and/or ready a weapon) so that it correctly matches the APs that are really charged. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2298 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -197,6 +197,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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BOOLEAN fAddingRaiseGunCost = FALSE;
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LEVELNODE *pIntNode;
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STRUCTURE *pStructure;
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UINT16 usRaiseGunCost = 0;
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UINT16 usTurningCost = 0;
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// Remove any previous actions
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@@ -405,13 +407,19 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost );
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usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost);
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// If we are standing and are asked to turn AND raise gun, ignore raise gun...
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND )
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//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
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{
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if ( fAddingRaiseGunCost )
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if ( fAddingTurningCost && fAddingRaiseGunCost )
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{
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pSoldier->flags.fDontChargeTurningAPs = TRUE;
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if(usRaiseGunCost > usTurningCost)
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pSoldier->flags.fDontChargeTurningAPs = TRUE;
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else
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pSoldier->flags.fDontChargeReadyAPs = TRUE;
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}
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}
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/*else
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@@ -1329,13 +1337,19 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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else if ( Item[usHandItem].grenadelauncher )//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
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{
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost );
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usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost);
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// If we are standing and are asked to turn AND raise gun, ignore raise gun...
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND )
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//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
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{
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if ( fAddingRaiseGunCost )
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if ( fAddingTurningCost && fAddingRaiseGunCost )
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{
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pSoldier->flags.fDontChargeTurningAPs = TRUE;
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if(usRaiseGunCost > usTurningCost)
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pSoldier->flags.fDontChargeTurningAPs = TRUE;
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else
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pSoldier->flags.fDontChargeReadyAPs = TRUE;
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}
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}
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/*else
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