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Change: Vehicles now generate AP_VEHICLE_MAXIMUM AP each turn. The previous calculation was based on stats, which is nonsense for a car, and did not allow more than 100 AP.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7838 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2265,7 +2265,11 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
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INT16 pubDeducations = 0;
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INT32 iCounter = 0;
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(*pubPoints) += 35;
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// Flugente: this is stupid. Why is the AP calculation for vehicles based on stats? Those are machines, dammit.
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// and why a hardcoded bonus of 35?
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// I've changed this - now a car always gets max AP, which can then be reduced by damage it received.
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//(*pubPoints) += 35;
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(*pubPoints) = gubMaxActionPoints[pSoldier->ubBodyType];
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// check for state of critcals
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