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Bright future is here, introduced turning AP costs into pathing AP prediction. Full changelog:
- fixed camera action AP cost shown and made soldier to turn towards target - fixed handcuffs, jar and can actions AP cost shown calculating pathing cost twice and not calculating stance change at all - fixed refueling and repairing pathing leading to inside vehicle - fixed endless clock issue when trying to refuel from spot next to vehicle - fixed endless clock issue when trying to repair vehicle/SAM site during combat - fixed refuel, repair and jar actions not costing any AP in turn based mode - fixed multiple actions not calculating and substracting AP cost for turning - fixed using toolkit asking whether player wants to attack ally - fixed issue where the required AP cost for melee attack was not recalculated when changing movement mode - allowed to start repairs on robot manually from tactical mode still a problem: - repairing during combat still does nothing as soldiers cannot go into assignment while there are enemies on map - we need new function to return action gridno for actions on vehicles, FindAdjacentGridEx is not working very well - soldiers doesn't turn during interactive actions git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5665,6 +5665,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
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if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel ) > 0 ) &&
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( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) )
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{
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if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost
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if (sDistance < sClosest || sClosest == -1)
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{
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sClosest = sDistance;
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@@ -5745,6 +5746,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
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if ((NewOKDestinationAndDirection(pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel) > 0) &&
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((sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints)) > 0))
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{
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if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost
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if (sDistance < sClosest || sClosest == -1)
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{
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sClosest = sDistance;
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