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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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+5
-4
@@ -882,6 +882,7 @@ UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
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aps = (aps * 100) / (100 + GetAPReductionStatus(pObj) / (100/GetPercentAPReduction(pObj)));
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}*/
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: before bonus aps = %d, std bonus = %d, burst bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentBurstFireAPReduction(pObj)));
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// Snap: do this a little differently: % reduction means
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// aps <- aps * ( 100 - red ) / 100
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aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
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@@ -894,6 +895,7 @@ UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
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if ( aps < 0 ) aps = 0;
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else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: return aps = %d", aps));
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return (UINT8) aps;
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}
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@@ -930,18 +932,19 @@ UINT8 CalcAPsToAutofire( INT8 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAut
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// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: found reflex sight, aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
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//}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: before bonus aps = %d, std bonus = %d, auto bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentAutofireAPReduction(pObj)));
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aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
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aps = __max( aps, ( autofireaps + 1 ) / 2 );
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// Snap: extend the burst bonus to autofire as well?
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aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) + 50 ) / 100;
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aps = ( aps * ( 100 - GetPercentAutofireAPReduction(pObj) ) + 50 ) / 100;
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if ( aps < 0 ) aps = 0;
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else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: return aps = %d", aps));
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return (UINT8) aps;
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}
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@@ -1312,8 +1315,6 @@ UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurni
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// bFullAPs are BASE APs, which do not include APs caried over from the previous turn.
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bFullAPs = CalcActionPoints( pSoldier );
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//bFullAPs = pSoldier->bInitialActionPoints;//CalcActionPoints( pSoldier ); //lal
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// aim skill is the same whether we are using 1 or 2 guns
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bAimSkill = CalcAimSkill( pSoldier, usItem );
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