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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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@@ -295,6 +295,7 @@ INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCos
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INT16 MinPtsToMove(SOLDIERTYPE *pSoldier);
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INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode );
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INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection );
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UINT16 CalculateActionTurningCost(SOLDIERTYPE *pSoldier, INT32 sActionGridNo, INT32 sAdjustedGridNo, UINT8 ubDirection);
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UINT16 CalculateTurningCost(SOLDIERTYPE *pSoldier, UINT16 usItem, BOOLEAN fAddingTurningCost, INT8 bDesiredHeight=0);//dnl ch72 190913
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UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost, INT32 iTargetGridNum, INT16 bAimTime );
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INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 );
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@@ -303,7 +304,7 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );
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void DeductAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE* pObj );
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UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
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INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo);
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INT16 ApsToPunch( SOLDIERTYPE *pSoldier ); // SANDRO added this
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INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime );
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INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* pSoldier );
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