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
This commit is contained in:
ChrisL
2009-04-13 21:43:14 +00:00
parent f927aa7388
commit b69207b743
3 changed files with 23 additions and 11 deletions
+15 -3
View File
@@ -1104,6 +1104,8 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
UINT8 ubDirection;
INT16 sAdjustedGridNo;
UINT32 uiItemClass;
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;
// LOOK IN BUDDY'S HAND TO DETERMINE WHAT TO DO HERE
usItemNum = pSoldier->inv[HANDPOS].usItem;
@@ -1127,8 +1129,15 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
// HEADROCK HAM B2.6: Changed the number of APs to attack when aiming.
if (bAimTime > 0)
{
// Add 1/2 ready cost (rounded up) for getting the sights up to the eye
sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sGridNo, ubAddTurningCost, &fAddingTurningCost, &fAddingRaiseGunCost );
if(fAddingRaiseGunCost == TRUE)
{
//CHRISL: I'm disabling this for now. Charging 1/2 ready cost for every shot isn't legitimate
// but for the time being, we have no way to track whether we've previously aimed or not. Until
// we do, this code shouldn't be used.
// Add 1/2 ready cost (rounded up) for getting the sights up to the eye
//sAPCost += ((Weapon[ usItemNum ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[HANDPOS])) / 100) + 1) / 2;
}
// Add regular aim time for the first 4 aiming actions.
sAPCost += __min((bAimTime*APBPConstants[AP_CLICK_AIM]),(4*APBPConstants[AP_CLICK_AIM]));
@@ -1140,7 +1149,10 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTur
// Add time to adjust eye to scope
if (bAimTime > 0)
{
sAPCost += APBPConstants[AP_CLICK_AIM];
//CHRISL: I'm disabling this for now. Charging an extra "click" every time we use a scope
// isn't legitimate. If we could track whether we previously used a scope on the current
// target, that would be another matter. But for now, we can't, so this should be used.
//sAPCost += APBPConstants[AP_CLICK_AIM];
}
// Add 2 APs for each aiming point between 5 and 6
if (bAimTime > 4)