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
This commit is contained in:
Sevenfm
2016-07-03 09:53:56 +00:00
parent 2a7abe5b0d
commit 762fb79c09
4 changed files with 23 additions and 12 deletions
+3 -1
View File
@@ -4433,7 +4433,9 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
// distance limit to reduce the cost of plotting a path to a location we can't reach
// For now, use known hight adjustment
if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
// sevenfm: ignore person at destination if we are estimating path cost
if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, gfEstimatePath ? PATH_IGNORE_PERSON_AT_DEST : 0 ) )
//if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
{
// if soldier would be STARTING to run then he pays a penalty since it takes time to
// run full speed