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Disabled some of the charges associated with the Increased Aiming Costs option.
Corrected a AP display issue when you had to turn while a weapon was not in a ready position. Updated build version. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2736 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+15
-3
@@ -1104,6 +1104,8 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
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UINT8 ubDirection;
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INT16 sAdjustedGridNo;
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UINT32 uiItemClass;
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BOOLEAN fAddingTurningCost = FALSE;
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BOOLEAN fAddingRaiseGunCost = FALSE;
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// LOOK IN BUDDY'S HAND TO DETERMINE WHAT TO DO HERE
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usItemNum = pSoldier->inv[HANDPOS].usItem;
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@@ -1127,8 +1129,15 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
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// HEADROCK HAM B2.6: Changed the number of APs to attack when aiming.
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if (bAimTime > 0)
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{
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// Add 1/2 ready cost (rounded up) for getting the sights up to the eye
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sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sGridNo, ubAddTurningCost, &fAddingTurningCost, &fAddingRaiseGunCost );
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if(fAddingRaiseGunCost == TRUE)
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{
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//CHRISL: I'm disabling this for now. Charging 1/2 ready cost for every shot isn't legitimate
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// but for the time being, we have no way to track whether we've previously aimed or not. Until
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// we do, this code shouldn't be used.
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// Add 1/2 ready cost (rounded up) for getting the sights up to the eye
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//sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
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}
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// Add regular aim time for the first 4 aiming actions.
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sAPCost += __min((bAimTime*APBPConstants[AP_CLICK_AIM]),(4*APBPConstants[AP_CLICK_AIM]));
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@@ -1140,7 +1149,10 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
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// Add time to adjust eye to scope
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if (bAimTime > 0)
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{
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sAPCost += APBPConstants[AP_CLICK_AIM];
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//CHRISL: I'm disabling this for now. Charging an extra "click" every time we use a scope
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// isn't legitimate. If we could track whether we previously used a scope on the current
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// target, that would be another matter. But for now, we can't, so this should be used.
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//sAPCost += APBPConstants[AP_CLICK_AIM];
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}
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// Add 2 APs for each aiming point between 5 and 6
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if (bAimTime > 4)
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