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- bugfix: Turning APs were not deducted (wrong bugfix in version 653)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@664 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -124,9 +124,6 @@ enum
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EX_DIRECTION_IRRELEVANT
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} ExtendedWorldDirections;
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// WANNE
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BOOLEAN bPreDeductPunchAPs = FALSE;
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// LUT for conversion from 8-direction to extended direction
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UINT8 ubExtDirection[] =
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{
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@@ -4839,29 +4836,25 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT16 usN
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if ( pSoldier->bDesiredDirection != pSoldier->bDirection )
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{
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// WANNE: If we punch the enemy, do not pre deduct the aps!
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if (bPreDeductPunchAPs == TRUE)
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if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH | ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_FIREREADY ) && !fInitalMove && !pSoldier->fDontChargeTurningAPs )
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{
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if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH | ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_FIREREADY ) && !fInitalMove && !pSoldier->fDontChargeTurningAPs )
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// Deduct points for initial turn!
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switch( gAnimControl[ usAnimState ].ubEndHeight )
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{
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// Deduct points for initial turn!
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switch( gAnimControl[ usAnimState ].ubEndHeight )
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{
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// Now change to appropriate animation
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case ANIM_STAND:
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DeductPoints( pSoldier, AP_LOOK_STANDING, 0 );
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break;
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// Now change to appropriate animation
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case ANIM_STAND:
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DeductPoints( pSoldier, AP_LOOK_STANDING, 0 );
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break;
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case ANIM_CROUCH:
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DeductPoints( pSoldier, AP_LOOK_CROUCHED, 0 );
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break;
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case ANIM_CROUCH:
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DeductPoints( pSoldier, AP_LOOK_CROUCHED, 0 );
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break;
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case ANIM_PRONE:
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DeductPoints( pSoldier, AP_LOOK_PRONE, 0 );
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break;
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}
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case ANIM_PRONE:
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DeductPoints( pSoldier, AP_LOOK_PRONE, 0 );
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break;
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}
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}
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pSoldier->fDontChargeTurningAPs = FALSE;
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@@ -8816,20 +8809,13 @@ void EVENT_SoldierBeginPunchAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8
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return;
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}
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if ( fChangeDirection )
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{
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// WANNE: Do not pre deduct APs for punching. These APs are calculated later!
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bPreDeductPunchAPs = FALSE;
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// CHANGE DIRECTION AND GOTO ANIMATION NOW
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EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
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EVENT_SetSoldierDirection( pSoldier, ubDirection );
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bPreDeductPunchAPs = TRUE;
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}
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// Are we a martial artist?
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if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS ) )
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{
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