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HandleItemPointerClick(): use correct target level.
CalcPreRecoilOffset(), CalcRecoilOffset(): fix counterforce calculation for weapon resting feature. SOLDIERTYPE::GetAPBonus(): use THROUGH_STRATEGIC_MOVE instead of soldier's facing direction to determine sector type. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9542,7 +9542,6 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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}
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}
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// CHANGE DIRECTION AT LEAST
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ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, gpItemPointerSoldier );
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gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
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@@ -9554,8 +9553,8 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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DebugAttackBusy( "Incrementing ABC: Throw item\n" );
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// Given our gridno, throw grenate!
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CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->pathing.bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 100, ubThrowActionCode, uiThrowActionData, gpItemPointer->usItem );
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// Given our gridno, throw grenade!
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CalculateLaunchItemParamsForThrow(gpItemPointerSoldier, sGridNo, gsInterfaceLevel, (INT16)(gsInterfaceLevel * 256 + sEndZ), gpItemPointer, 100, ubThrowActionCode, uiThrowActionData, gpItemPointer->usItem);
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// OK, goto throw animation
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HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos );
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@@ -9565,7 +9564,6 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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gfDontChargeAPsToPickup = FALSE;
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EndItemPointer( );
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return( TRUE );
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}
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