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
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+3 -3
View File
@@ -4528,12 +4528,12 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
if( usAnimState != INVALID_ANIMATION )
{
gsCurrentActionPoints = GetAPsToReadyWeapon( pSoldier, usAnimState ) + AP_TO_AIM_TILE_IF_GETTING_READY;
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;
}
else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
gsCurrentActionPoints = AP_TO_AIM_TILE_IF_ALREADY_READY;
else
gsCurrentActionPoints = 0;
gsCurrentActionPoints = 0;
gfUIHandleShowMoveGrid = TRUE;
gsUIHandleShowMoveGridLocation = sXPos + (MAXCOL * sYPos );
@@ -4604,7 +4604,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
if( usAnimState != INVALID_ANIMATION )
{
sAPCostToReady = GetAPsToReadyWeapon( pSoldier, usAnimState );
sAPCost = sAPCostToReady + AP_TO_AIM_TILE_IF_GETTING_READY;
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;
}
else if( pSoldier->sLastTarget != sXPos + (MAXCOL * sYPos ) )
sAPCost = AP_TO_AIM_TILE_IF_ALREADY_READY;