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experimental fix for charging AP for turning at the end of the movement
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9067 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2635,6 +2635,8 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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}
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}
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//shadooow: fix for charging AP for turning at the end of the movement
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pSoldier->flags.fDontChargeTurningAPs = TRUE;
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// Change desired direction
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pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], fInitialMove, usAnimState );
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@@ -5816,7 +5818,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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// in that location, because we could be passed a gridno based on the overlap of soldier's graphic
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// fDoor determines whether special door-handling code should be used (for interacting with doors)
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INT32 sGridNoProne = -1;
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INT32 sFourGrids[4], sDistance=0;
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INT32 sDistance=0;
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static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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INT32 sClosest = -1, sSpot, sSpot2;
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@@ -5908,7 +5910,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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for (INT8 cnt = 0; cnt < 4; ++cnt)
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{
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// MOVE OUT TWO DIRECTIONS
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sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
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sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
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ubTestDirection = sDirs[ cnt ];
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@@ -5998,7 +6000,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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for (INT8 cnt = 0; cnt < 4; ++cnt)
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{
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// MOVE OUT TWO DIRECTIONS
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sFourGrids[cnt] = sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt]));
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sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt]));
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ubTestDirection = sDirs[cnt];
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