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*************************
* HAM 3.6 (by Headrock) * ************************* - Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days - For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-13
@@ -3358,7 +3358,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo
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case RUNNING:
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case ADULTMONSTER_WALKING:
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// save on casting
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if((UsingNewInventorySystem() == true) && s->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND )
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//ubAPCost = ubAPCost * 10 / ( (UINT8) (RUNDIVISORBPACK * 10));
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ubAPCost = ubAPCost + APBPConstants[AP_MODIFIER_RUN] + APBPConstants[AP_MODIFIER_PACK];
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else
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@@ -3368,19 +3368,19 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT16 sDestination, INT8 ubLevel, INT16 usMo
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break;
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case WALKING:
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case ROBOT_WALK:
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if((UsingNewInventorySystem() == true) && s->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND )
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_PACK]); //WALKCOSTBPACK);
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else
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_WALK]); //WALKCOST);
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break;
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case SWATTING:
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if((UsingNewInventorySystem() == true) && s->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND )
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_SWAT] + APBPConstants[AP_MODIFIER_PACK]); //SWATCOSTBPACK);
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else
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_SWAT]); //SWATCOST);
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break;
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case CRAWLING:
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if((UsingNewInventorySystem() == true) && s->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND )
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_CRAWL] + APBPConstants[AP_MODIFIER_PACK]); //CRAWLCOSTBPACK);
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else
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ubAPCost = (ubAPCost + APBPConstants[AP_MODIFIER_CRAWL]); //CRAWLCOST);
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@@ -4308,27 +4308,27 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
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{
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case RUNNING:
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sPoints += sTileCost + sExtraCostStand + APBPConstants[AP_MODIFIER_RUN];
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPoints += APBPConstants[AP_MODIFIER_PACK];
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break;
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case WALKING :
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sPoints += sTileCost + sExtraCostStand + APBPConstants[AP_MODIFIER_WALK];
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPoints += APBPConstants[AP_MODIFIER_PACK];
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break;
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case SWATTING:
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sPoints += sTileCost + sExtraCostStand + APBPConstants[AP_MODIFIER_SWAT];
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPoints += APBPConstants[AP_MODIFIER_PACK];
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break;
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case CRAWLING:
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sPoints += sTileCost + sExtraCostStand + APBPConstants[AP_MODIFIER_CRAWL];
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPoints += APBPConstants[AP_MODIFIER_PACK];
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break;
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default :
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sPoints += sPoints + sTileCost;
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPoints += APBPConstants[AP_MODIFIER_PACK];
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break;
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}
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@@ -4344,22 +4344,22 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
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// CHRISL: Adjusted system to use different move costs while wearing a backpack
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// store WALK cost
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sPointsWalk += sTileCost + APBPConstants[AP_MODIFIER_WALK] + sExtraCostStand;
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPointsWalk += APBPConstants[AP_MODIFIER_PACK];
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// now get cost as if CRAWLING
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sPointsCrawl += sTileCost + APBPConstants[AP_MODIFIER_CRAWL] + sExtraCostCrawl;
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPointsCrawl += APBPConstants[AP_MODIFIER_PACK];
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// now get cost as if SWATTING
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sPointsSwat += sTileCost + APBPConstants[AP_MODIFIER_SWAT] + sExtraCostSwat;
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPointsSwat += APBPConstants[AP_MODIFIER_PACK];
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// now get cost as if RUNNING
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sPointsRun += sTileCost + APBPConstants[AP_MODIFIER_RUN] + sExtraCostStand;
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if((UsingNewInventorySystem() == true) && pSold->inv[BPACKPOCKPOS].exists() == true)
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if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
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sPointsRun += APBPConstants[AP_MODIFIER_PACK];
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}
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