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
This commit is contained in:
Flugente
2015-05-01 15:02:08 +00:00
parent 700073aa62
commit bbc11afd4f
+5 -1
View File
@@ -2265,7 +2265,11 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
INT16 pubDeducations = 0;
INT32 iCounter = 0;
(*pubPoints) += 35;
// Flugente: this is stupid. Why is the AP calculation for vehicles based on stats? Those are machines, dammit.
// and why a hardcoded bonus of 35?
// I've changed this - now a car always gets max AP, which can then be reduced by damage it received.
//(*pubPoints) += 35;
(*pubPoints) = gubMaxActionPoints[pSoldier->ubBodyType];
// check for state of critcals