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Brief: //dnl ch73
- Fixing bad APs deduction when using blade or blunt weapons and punching in general from different stances when need turn to your target. Details: - Fix wrong APs deduction and animation change when go to attack with knife or punch from prone. - Fix no APs cost for martial artist when perform turning. - When target was prone there was several problems in defining turnover and stance cost as range to them could vary depending of obstacles between, and as punch or stub in general use same logic put all stubbing and punching under one function MinAPsToPunch which should solve current problems with APs calculations. - Still there are no turning cost when going to stub or punch from moving, but this problem is not related with MinAPsToAttack but with UIPlotPath which don't add turning cost, hope someone in the future will add this feature which never exist. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6465 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -533,7 +533,7 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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"NINJA GOTO BREATH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"NINJA BREATH" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"NINJA BREATH" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIREREADY, ANIM_STAND, ANIM_STAND, -1,//dnl ch73 280913
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"NINJA LOWKICK" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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