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CalcEffVolume fix: sleeping state check
Attacks fix: 100 AP system for HitRate calculation EstimatePath fix: ignore person at destination if we are estimating path cost FindFlankingSpot: use full search range git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+3
-1
@@ -4433,7 +4433,9 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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// distance limit to reduce the cost of plotting a path to a location we can't reach
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// For now, use known hight adjustment
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if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
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// sevenfm: ignore person at destination if we are estimating path cost
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if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, gfEstimatePath ? PATH_IGNORE_PERSON_AT_DEST : 0 ) )
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//if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
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{
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// if soldier would be STARTING to run then he pays a penalty since it takes time to
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// run full speed
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@@ -6332,11 +6332,12 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN
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iEffVolume -= 5;
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}
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if (pSoldier->bAssignment == SLEEPING )
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{
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// decrease effective volume since we're asleep!
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iEffVolume -= 5;
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}
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//if (pSoldier->bAssignment == SLEEPING )
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if( pSoldier->flags.fMercAsleep )
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{
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// decrease effective volume since we're asleep!
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iEffVolume -= 5;
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}
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// check for floor/roof difference
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if (bLevel > pSoldier->pathing.bLevel)
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