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
This commit is contained in:
Kriplo
2013-10-03 20:22:35 +00:00
parent 0668d04e1f
commit d83f23ce2b
6 changed files with 133 additions and 64 deletions
+1
View File
@@ -200,6 +200,7 @@ INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
#define TURNING_FROM_PRONE_ON 1
#define TURNING_FROM_PRONE_START_UP_FROM_MOVE 2
#define TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE 3
#define TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB 4//dnl ch73 290913
//ENUMERATIONS FOR ACTIONS
enum