Brief: //dnl ch71

- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-09-18 09:45:50 +00:00
parent fd2202be01
commit 5ebe26bc29
4 changed files with 69 additions and 4 deletions
+1 -1
View File
@@ -3242,7 +3242,7 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding )
{
// If we are told to go to the alt weapon holding mode
if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_ALT_WEAPON_HOLDING ) )
if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_ALT_WEAPON_HOLDING ) || (pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD && usAnimState == INVALID_ANIMATION) )//dnl ch71 180913
{
if ( Item[ usItem ].twohanded )
{