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- fixed incorrect AP and BP calculation for jumping over fences
- fixed incorrect stance handling for jumping over fences git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8635 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2091,7 +2091,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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// CHRISL: Added penalty for jumping a fence while wearing a backpack
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// Do we have APs?
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// SANDRO - changed the static values to precise calculation here
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if ((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
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/* if ((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
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//JMich.BackpackClimb
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&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
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&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
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@@ -2104,8 +2104,10 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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{
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sAPCost = GetAPsToJumpFence( pSoldier, FALSE );
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sBPCost = GetBPsToJumpFence( pSoldier, FALSE );
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}
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}*/
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sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
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sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
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if ( EnoughPoints( pSoldier, sAPCost, sBPCost, FALSE ) )
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{
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