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100AP project integration
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-14
@@ -1977,13 +1977,13 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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// Do we have APs?
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if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true)
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{
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sAPCost = AP_JUMPFENCEBPACK;
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sBPCost = BP_JUMPFENCEBPACK;
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sAPCost = APBPConstants[AP_JUMPFENCEBPACK];
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sBPCost = APBPConstants[BP_JUMPFENCEBPACK];
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}
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else
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{
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sAPCost = AP_JUMPFENCE;
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sBPCost = BP_JUMPFENCE;
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sAPCost = APBPConstants[AP_JUMPFENCE];
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sBPCost = APBPConstants[BP_JUMPFENCE];
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}
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@@ -7111,7 +7111,6 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
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return( bTolerance );
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}
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#define MAX_APS_SUPPRESSED 8
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void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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{
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INT8 bTolerance;
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@@ -7133,7 +7132,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: figure out aps lost"));
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// multiply by 2, add 1 and divide by 2 to round off to nearest whole number
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ubPointsLost = ( ((pSoldier->ubSuppressionPoints * 6) / (bTolerance + 6)) * 2 + 1 ) / 2;
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ubPointsLost = (UINT8)( (FLOAT)((pSoldier->ubSuppressionPoints * APBPConstants[AP_SUPPRESSION_MOD]) / (bTolerance + 6)) * 2 + 1 ) / 2;
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// reduce loss of APs based on stance
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// ATE: Taken out because we can possibly supress ourselves...
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@@ -7150,9 +7149,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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//}
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// cap the # of APs we can lose
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if (ubPointsLost > MAX_APS_SUPPRESSED)
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if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
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{
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ubPointsLost = MAX_APS_SUPPRESSED;
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ubPointsLost = (UINT8)APBPConstants[AP_MAX_SUPPRESSED];
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}
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ubTotalPointsLost = ubPointsLost;
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@@ -7187,21 +7186,21 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// can't change stance below prone!
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break;
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case ANIM_CROUCH:
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if (ubTotalPointsLost >= AP_PRONE && IsValidStance( pSoldier, ANIM_PRONE ) )
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if (ubTotalPointsLost >= APBPConstants[AP_PRONE] && IsValidStance( pSoldier, ANIM_PRONE ) )
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{
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sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
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if (sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8)
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{
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if (ubPointsLost < AP_PRONE)
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if (ubPointsLost < APBPConstants[AP_PRONE])
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{
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// Have to give APs back so that we can change stance without
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// losing more APs
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pSoldier->bActionPoints += (AP_PRONE - ubPointsLost);
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pSoldier->bActionPoints += (APBPConstants[AP_PRONE] - ubPointsLost);
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ubPointsLost = 0;
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}
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else
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{
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ubPointsLost -= AP_PRONE;
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ubPointsLost -= APBPConstants[AP_PRONE];
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}
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ubNewStance = ANIM_PRONE;
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}
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@@ -7213,7 +7212,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// can't change stance here!
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break;
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}
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else if (ubTotalPointsLost >= (AP_CROUCH + AP_PRONE) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) && IsValidStance( pSoldier, ANIM_PRONE ) )
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else if (ubTotalPointsLost >= (APBPConstants[AP_CROUCH] + APBPConstants[AP_PRONE]) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) && IsValidStance( pSoldier, ANIM_PRONE ) )
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{
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sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
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if ( sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 )
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@@ -7235,7 +7234,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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ubNewStance = ANIM_CROUCH;
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}
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}
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else if ( ubTotalPointsLost >= AP_CROUCH && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
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else if ( ubTotalPointsLost >= APBPConstants[AP_CROUCH] && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
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{
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// crouch!
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ubNewStance = ANIM_CROUCH;
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