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- fixed incorrect rounding in several places in the code
- diagonal movement now uses the proper amount of AP and BP git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8634 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6439,10 +6439,10 @@ void NCTHImprovedAPColor( SOLDIERTYPE* pSoldier, OBJECTTYPE* pWeapon )
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{
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// Sniper trait makes chambering a round faster
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if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
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sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5);
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sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f);
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// Ranger trait makes pumping shotguns faster
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else if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5);
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sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f);
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}
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}
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INT16 sPointsToShoot = CalcTotalAPsToAttack( pSoldier, gCTHDisplay.iTargetGridNo, 0, pSoldier->aiData.bShownAimTime ) + sModifiedReloadAP;
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