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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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@@ -7560,7 +7560,7 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNe
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}
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// martial artists can turn faster
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if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
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sAPCost = max( 1, (INT16)((sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5) );
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sAPCost = max( 1, (INT16)(sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) );
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// SANDRO: get BP cost for weapon manipulating
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if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
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