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Bugfix: AP deduct is different then shown (by Moa)
- no more jump with backpack (keys 'j' and 'J'). This is more consistent. Sometimes the soldier got stuck in the fence as some functions did not allow jumping and others did. - Pickup items from ground will now cost AP. - Backpack, Scubba fins and swimming background AP modificattion is now shown in path and is considered when calculating new path. No pathing through fences when wearing backpack. More likely to create path through water when wearing scubba fins. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6543 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -309,13 +309,9 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTur
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INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* pSoldier );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire, SOLDIERTYPE* pSoldier );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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// SANDRO - actually this procedure is nowhere used in the entire JA2 code - commented out
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//INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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