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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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@@ -960,7 +960,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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SOLDIERTYPE * pTempSoldier;
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INT32 cnt;
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BOOLEAN fFound;
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UINT8 ubMinAPsToAttack;
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INT16 ubMinAPsToAttack;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EndInterrupt");
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@@ -1304,7 +1304,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"StandardInterruptConditionsMet");
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// UINT8 ubAniType;
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UINT8 ubMinPtsNeeded;
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INT16 ubMinPtsNeeded;
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INT8 bDir;
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SOLDIERTYPE * pOpponent;
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@@ -1459,7 +1459,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
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// the bare minimum default is enough APs left to TURN
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ubMinPtsNeeded = AP_CHANGE_FACING;
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ubMinPtsNeeded = APBPConstants[AP_CHANGE_FACING];
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// if the opponent is SOMEBODY
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if (ubOpponentID < TOTAL_SOLDIERS)
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@@ -1538,7 +1538,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
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// if the soldier isn't currently crouching
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if (!PTR_CROUCHED)
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{
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ubMinPtsNeeded = AP_CROUCH;
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ubMinPtsNeeded = APBPConstants[AP_CROUCH];
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}
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else
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{
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