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Fixed a breath issue where it required more damage to really knock an opponent out in anything but 25AP mode.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2452 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1844,14 +1844,14 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
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ubPoints = (UINT8) ( ((UINT32)ubPoints) * 100 / this->sWeightCarriedAtTurnStart );
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}
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// If resulting APs are below our permitted minimum, raise them to it!
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if (ubPoints < APBPConstants[AP_MINIMUM])
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ubPoints = APBPConstants[AP_MINIMUM];
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//CHRISL: Moved this down here so that all ubPoints adjustments can be made to the default 100AP system
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// Adjust ubPoints based on actual AP_MAXIMUM setting
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ubPoints = DynamicAdjustAPConstants(ubPoints, ubPoints);
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// If resulting APs are below our permitted minimum, raise them to it!
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if (ubPoints < APBPConstants[AP_MINIMUM])
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ubPoints = APBPConstants[AP_MINIMUM];
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// make sure action points doesn't exceed the permitted maximum
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ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ];
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