- wrapped fortify ap costs

- Fix: drug effects weren't adjusted in turnbased

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5970 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-01 17:45:47 +00:00
parent 1aea5efd1b
commit 8137c04207
5 changed files with 41 additions and 11 deletions
+3 -3
View File
@@ -1140,7 +1140,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
// if we have an empty sandbag in our hands, we also need to have a shovel in our second hand, otherwise we can't fill it
if ( HasItemFlag(usHandItem, (EMPTY_SANDBAG)) )
{
sAPCost = APBPConstants[AP_FILL_SANDBAG];
sAPCost = GetAPsToFillSandbag( pSoldier );
// check if we have a shovel in our second hand
OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
@@ -1160,7 +1160,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
// if we have a shovel in our hands, the targeted gridno must be a fortification (debris will do for this check)
else if ( HasItemFlag(usHandItem, (SHOVEL)) )
{
sAPCost = APBPConstants[AP_REMOVE_FORTIFICATION];
sAPCost = GetAPsToRemoveFortification( pSoldier );
STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC);
@@ -1171,7 +1171,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
else
{
sAPCost = APBPConstants[AP_FORTIFICATION];
sAPCost = GetAPsToBuildFortification( pSoldier );
}
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );