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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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@@ -2856,8 +2856,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if((UsingNewInventorySystem() == true) && lSoldier->inv[BPACKPOCKPOS].exists() == true)
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{
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sAPCost = GetAPsToJumpThroughWindows( lSoldier, TRUE );
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sBPCost = GetBPsToJumpThroughWindows( lSoldier, TRUE );
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//Moa: no jumping with backpack
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//sAPCost = GetAPsToJumpThroughWindows( lSoldier, TRUE );
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//sBPCost = GetBPsToJumpThroughWindows( lSoldier, TRUE );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
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break;
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}
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else
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{
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@@ -2946,8 +2949,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if((UsingNewInventorySystem() == true) && pjSoldier->inv[BPACKPOCKPOS].exists() == true)
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{
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sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
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sBPCost = GetBPsToJumpFence( pjSoldier, TRUE );
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//Moa: no jumping whith backpack
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//sAPCost = GetAPsToJumpFence( pjSoldier, TRUE );
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//sBPCost = GetBPsToJumpFence( pjSoldier, TRUE );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
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break;
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}
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else
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{
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