From bbc11afd4f8d323c7d00c78c7b3b3a408cca6b07 Mon Sep 17 00:00:00 2001 From: Flugente Date: Fri, 1 May 2015 15:02:08 +0000 Subject: [PATCH] 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 --- Tactical/Vehicles.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Tactical/Vehicles.cpp b/Tactical/Vehicles.cpp index bba743770..6426ca4c5 100644 --- a/Tactical/Vehicles.cpp +++ b/Tactical/Vehicles.cpp @@ -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