diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 465c17bf6..614276141 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -2635,6 +2635,8 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE } } + //shadooow: fix for charging AP for turning at the end of the movement + pSoldier->flags.fDontChargeTurningAPs = TRUE; // Change desired direction pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], fInitialMove, usAnimState ); @@ -5816,7 +5818,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub // in that location, because we could be passed a gridno based on the overlap of soldier's graphic // fDoor determines whether special door-handling code should be used (for interacting with doors) INT32 sGridNoProne = -1; - INT32 sFourGrids[4], sDistance=0; + INT32 sDistance=0; static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST }; //INT32 cnt; INT32 sClosest = -1, sSpot, sSpot2; @@ -5908,7 +5910,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub for (INT8 cnt = 0; cnt < 4; ++cnt) { // MOVE OUT TWO DIRECTIONS - sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) ); + sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) ); ubTestDirection = sDirs[ cnt ]; @@ -5998,7 +6000,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub for (INT8 cnt = 0; cnt < 4; ++cnt) { // MOVE OUT TWO DIRECTIONS - sFourGrids[cnt] = sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt])); + sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt])); ubTestDirection = sDirs[cnt];