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improved multiturn action cost handling
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6126 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1138,7 +1138,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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// if we have an empty sandbag in our hands, we also need to have a shovel in our second hand, otherwise we can't fill it
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if ( HasItemFlag(usHandItem, (EMPTY_SANDBAG)) )
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{
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sAPCost = GetAPsToFillSandbag( pSoldier );
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sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FILL_SANDBAG );
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// check if we have a shovel in our second hand
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OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
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@@ -1158,7 +1158,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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// if we have a shovel in our hands, the targeted gridno must be a fortification (debris will do for this check)
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else if ( HasItemFlag(usHandItem, (SHOVEL)) )
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{
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sAPCost = GetAPsToRemoveFortification( pSoldier );
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sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_REMOVE_FORTIFY );
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STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC);
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@@ -1169,7 +1169,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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}
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else
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{
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sAPCost = GetAPsToBuildFortification( pSoldier );
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sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY );
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}
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sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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