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Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4528,12 +4528,12 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
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if( usAnimState != INVALID_ANIMATION )
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{
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gsCurrentActionPoints = GetAPsToReadyWeapon( pSoldier, usAnimState ) + AP_TO_AIM_TILE_IF_GETTING_READY;
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gsCurrentActionPoints = GetAPsToReadyWeapon( pSoldier, usAnimState );// Madd: removed the next part since it was deducting 2 extra aps that would not be deducted when readying the old way //+ AP_TO_AIM_TILE_IF_GETTING_READY;
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}
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else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
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gsCurrentActionPoints = AP_TO_AIM_TILE_IF_ALREADY_READY;
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else
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gsCurrentActionPoints = 0;
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gsCurrentActionPoints = 0;
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gfUIHandleShowMoveGrid = TRUE;
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gsUIHandleShowMoveGridLocation = sXPos + (MAXCOL * sYPos );
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@@ -4604,7 +4604,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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if( usAnimState != INVALID_ANIMATION )
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{
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sAPCostToReady = GetAPsToReadyWeapon( pSoldier, usAnimState );
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sAPCost = sAPCostToReady + AP_TO_AIM_TILE_IF_GETTING_READY;
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sAPCost = sAPCostToReady; // Madd: removed this part since it was costing too many aps to ready weapon -- see other comment //+ AP_TO_AIM_TILE_IF_GETTING_READY;
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}
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else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
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sAPCost = AP_TO_AIM_TILE_IF_ALREADY_READY;
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