- 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
This commit is contained in:
silversurfer
2018-11-03 16:11:21 +00:00
parent 7f5d83d220
commit 384572098b
15 changed files with 302 additions and 295 deletions
+1 -1
View File
@@ -7560,7 +7560,7 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNe
}
// martial artists can turn faster
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
sAPCost = max( 1, (INT16)((sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5) );
sAPCost = max( 1, (INT16)(sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) );
// SANDRO: get BP cost for weapon manipulating
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )