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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
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@@ -295,7 +295,7 @@ INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCos
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INT16 MinPtsToMove(SOLDIERTYPE *pSoldier);
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INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode );
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INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection );
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UINT16 CalculateTurningCost(SOLDIERTYPE *pSoldier, UINT16 usItem, BOOLEAN fAddingTurningCost);
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UINT16 CalculateTurningCost(SOLDIERTYPE *pSoldier, UINT16 usItem, BOOLEAN fAddingTurningCost, INT8 bDesiredHeight=0);//dnl ch72 190913
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UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost, INT32 iTargetGridNum, INT16 bAimTime );
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INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 );
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BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos );
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