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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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@@ -2207,7 +2207,7 @@ UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
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UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
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{
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// DRAW PATH TO GUY
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HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_HANDCUFF );
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HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_CAMERA );
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// do we have handcuffs in our hand?
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if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, CAMERA ) && SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
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