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Fix (by Sevenfm): Opponent's action points had too much weight when calculating threat.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7810 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2343,10 +2343,10 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForC
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iThreatValue += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
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// ADD man's total action points (10-35)
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iThreatValue += pEnemy->CalcActionPoints();
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iThreatValue += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
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// ADD 1/2 of man's current action points (4-17)
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iThreatValue += (pEnemy->bActionPoints / 2);
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iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 2;
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// ADD 1/10 of man's current health (0-10)
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iThreatValue += (pEnemy->stats.bLife / 10);
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@@ -3021,10 +3021,10 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
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iThreatValue += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
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// ADD man's total action points (10-35)
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iThreatValue += pEnemy->CalcActionPoints();
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iThreatValue += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
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// ADD 1/2 of man's current action points (4-17)
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iThreatValue += (pEnemy->bActionPoints / 2);
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iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 2;
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// ADD 1/10 of man's current health (0-10)
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iThreatValue += (pEnemy->stats.bLife / 10);
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