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
This commit is contained in:
silversurfer
2018-11-08 13:34:17 +00:00
parent 4021450369
commit 6b601809d0
2 changed files with 7 additions and 4 deletions
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 18.04.11" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.08.11" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 8635" };
CHAR16 zRevisionNumber[16] = { L"Revision 8637" };
// SAVE_GAME_VERSION is defined in header, change it there
+5 -2
View File
@@ -5294,16 +5294,19 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
sAPCostToReady = sAPCost = 0;
// silversurfer: We can't charge AP_CHANGE_TARGET here without also setting pSoldier->sLastTarget to the new grid number.
// Otherwise we'll be charging AP_CHANGE_TARGET over and over because pSoldier->sLastTarget will always be -1. But
// we can't set pSoldier->sLastTarget without screwing up CtH calculation and creating an exploit for that.
//CHRISL: We should only charge AP_CHANGE_TARGET if we're actually pointing at a new target. Don't charge just
// to ready a weapon since we'll charge AP_CHANGE_TARGET when we actually fire.
SOLDIERTYPE * pTarget = SimpleFindSoldier( sXPos + (MAXCOL * sYPos ), pSoldier->bTargetLevel );
/*SOLDIERTYPE * pTarget = SimpleFindSoldier( sXPos + (MAXCOL * sYPos ), pSoldier->bTargetLevel );
// Lesh: raise weapon include APs to set weapon towards enemy and APs to aquire/change target
if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) && pTarget != NULL )
sAPCost = APBPConstants[AP_CHANGE_TARGET];
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
sAPCost /= 2;
sAPCost /= 2;*/
if( usAnimState != INVALID_ANIMATION )
{