Brief: //dnl ch72

- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target.
Details:
- Add APs cost for stance change and turnover for mortar and rocket launchers.
- Rocket launchers cannot be fire from prone any more as there are no animation for that stance.
- Attached grenade launchers now take raise gun cost for launcher instead for gun.
- No more problems with APs for grenades from different stances and turnover, add proper costs for crouch too as someone add animation for that.
- Fix wrong APs deduction for grenade launcher from prone and turnover in general.
- Fix incorrect values for APs cost under throwing/launching cursor.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-09-27 22:03:42 +00:00
parent ebef9b6df3
commit f65719e801
6 changed files with 100 additions and 39 deletions
+4 -4
View File
@@ -1651,7 +1651,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
return( ITEM_HANDLE_NOROOM );
}
pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
//pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;//dnl ch72 270913 no reason why not charge for stance change
}
else if ( Item[usHandItem].grenadelauncher )//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
{
@@ -1699,10 +1699,10 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
// gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( "Weapon fire\n");
//dnl ch72 180913 decision is to charge for turning which was disabled in v1.12 also will turn off both options because is bad to charge APs before stance or turning really occurs
// ATE: Don't charge turning...
pSoldier->flags.fDontChargeTurningAPs = TRUE;
pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
//pSoldier->flags.fDontChargeTurningAPs = TRUE;
//pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
FireWeapon( pSoldier, sTargetGridNo );
}