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bug fixes from Overhaul:
- roof inaccessible tiles problem - AI hang while deciding on an action (fire 0 rounds on auto) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@868 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,7 +23,7 @@ wchar_t zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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wchar_t zVersionLabel[256] = { L"Release v1.13.867" };
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wchar_t zVersionLabel[256] = { L"Release v1.13.868" };
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#endif
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#endif
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="D:\games\Jagged Alliance 2 v1.13\JA2 v1.13.867_EN.exe"
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OutputFile="D:\games\Jagged Alliance 2 v1.13\JA2 v1.13.868_EN.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -4353,6 +4353,8 @@ bCanAttack = FALSE;
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pSoldier->bDoAutofire--;
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pSoldier->bDoAutofire--;
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if (pSoldier->bDoAutofire > 0)
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{
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ubBurstAPs = CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
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ubBurstAPs = CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
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if (pSoldier->bActionPoints - (BestAttack.ubAPCost - BestAttack.ubAimTime) >= ubBurstAPs )
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if (pSoldier->bActionPoints - (BestAttack.ubAPCost - BestAttack.ubAimTime) >= ubBurstAPs )
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@@ -4402,8 +4404,14 @@ bCanAttack = FALSE;
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BestAttack.ubAPCost = BestAttack.ubAPCost - BestAttack.ubAimTime + CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
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BestAttack.ubAPCost = BestAttack.ubAPCost - BestAttack.ubAimTime + CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
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}
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}
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}
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}
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}
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pSoldier->bDoAutofire = 0;
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else
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{
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pSoldier->bAimTime = 0;
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pSoldier->bDoBurst = 0;
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pSoldier->bDoAutofire = 0;
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// not enough aps - do somthing else
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@@ -1302,7 +1302,11 @@ void CompileTileMovementCosts( UINT16 usGridNo )
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{
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{
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if (!(pStructure->fFlags & STRUCTURE_PASSABLE || pStructure->fFlags & STRUCTURE_NORMAL_ROOF))
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if (!(pStructure->fFlags & STRUCTURE_PASSABLE || pStructure->fFlags & STRUCTURE_NORMAL_ROOF))
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{
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{
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fStructuresOnRoof = TRUE;
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// DNS: Try a fix to prevent people from "permanently" blocking the roof
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if (!(pStructure->fFlags & STRUCTURE_PERSON))
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{
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fStructuresOnRoof = TRUE;
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}
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}
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}
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}
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}
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pStructure = pStructure->pNext;
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pStructure = pStructure->pNext;
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