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Fix: The game incorrectly deducted AP_CHANGE_TARGET for raising a weapon.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8637 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-2
@@ -55,8 +55,8 @@
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#endif
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CHAR8 czVersionNumber[16] = { "Build 18.04.11" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 18.08.11" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8635" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8637" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -5294,16 +5294,19 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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sAPCostToReady = sAPCost = 0;
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// silversurfer: We can't charge AP_CHANGE_TARGET here without also setting pSoldier->sLastTarget to the new grid number.
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// Otherwise we'll be charging AP_CHANGE_TARGET over and over because pSoldier->sLastTarget will always be -1. But
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// we can't set pSoldier->sLastTarget without screwing up CtH calculation and creating an exploit for that.
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//CHRISL: We should only charge AP_CHANGE_TARGET if we're actually pointing at a new target. Don't charge just
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// to ready a weapon since we'll charge AP_CHANGE_TARGET when we actually fire.
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SOLDIERTYPE * pTarget = SimpleFindSoldier( sXPos + (MAXCOL * sYPos ), pSoldier->bTargetLevel );
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/*SOLDIERTYPE * pTarget = SimpleFindSoldier( sXPos + (MAXCOL * sYPos ), pSoldier->bTargetLevel );
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// Lesh: raise weapon include APs to set weapon towards enemy and APs to aquire/change target
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if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) && pTarget != NULL )
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sAPCost = APBPConstants[AP_CHANGE_TARGET];
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if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
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sAPCost /= 2;
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sAPCost /= 2;*/
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if( usAnimState != INVALID_ANIMATION )
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{
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