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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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@@ -91,6 +91,7 @@ UINT8 gubBuildingInfoToSet;
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INT32 iMaxSkipListLevel = MAX_SKIPLIST_LEVEL;
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INT32 iMaxTrailTree = MAX_TRAIL_TREE;
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INT32 iMaxPathQ = MAX_PATHQ;
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UINT8 gfPlotPathEndDirection;
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extern BOOLEAN gfGeneratingMapEdgepoints;
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@@ -4566,7 +4567,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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sOldGrid = sTempGrid;
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sTempGrid = NewGridNo(sTempGrid, DirectionInc( (UINT8)guiPathingData[iCnt]));
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gfPlotPathEndDirection = GetDirectionToGridNoFromGridNo(sOldGrid, sTempGrid);
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// Get switch value...
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sSwitchValue = gubWorldMovementCosts[ sTempGrid ][ (INT8)guiPathingData[iCnt] ][ pSold->pathing.bLevel];
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