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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
385 lines
16 KiB
C
385 lines
16 KiB
C
#ifndef __POINTS_H_
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#define __POINTS_H_
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#include "Init.h"
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/*THESE ARE EXTERNALIZED NOW! AN ENUM WILL REFERENCE A CONSTANT ARRAY! 7/1/08 GOTTHARD
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#define AP_MINIMUM 10 // no merc can have less for his turn
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#define AP_MAXIMUM 25 // no merc can have more for his turn
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#define AP_MONSTER_MAXIMUM 40 // no monster can have more for his turn
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#define AP_VEHICLE_MAXIMUM 50 // no merc can have more for his turn
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#define AP_INCREASE 10 // optional across-the-board AP boost
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#define MAX_AP_CARRIED 5 // APs carried from turn-to-turn
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// monster AP bonuses, expressed in 10ths (12 = 120% normal)
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#define AP_YOUNG_MONST_FACTOR 15
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#define AP_ADULT_MONST_FACTOR 12
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#define AP_MONST_FRENZY_FACTOR 13
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// AP penalty for a phobia situation (again, in 10ths)
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#define AP_CLAUSTROPHOBE 9
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#define AP_AFRAID_OF_INSECTS 8
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#define AP_EXCHANGE_PLACES 5
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// Action Point values
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#define AP_REVERSE_MODIFIER 1
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#define AP_STEALTH_MODIFIER 2
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#define AP_STEAL_ITEM 14 // APs to steal item....
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#define AP_TAKE_BLOOD 10
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#define AP_TALK 6
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#define AP_MOVEMENT_FLAT 3 // div by 2 for run, +2, for crawl, -1 for swat
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#define AP_MOVEMENT_GRASS 4
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#define AP_MOVEMENT_BUSH 5
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#define AP_MOVEMENT_RUBBLE 6
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#define AP_MOVEMENT_SHORE 7 // shallow wade
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#define AP_MOVEMENT_LAKE 9 // deep wade->slowest
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#define AP_MOVEMENT_OCEAN 8 // swimming is faster than deep wade
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#define AP_CHANGE_FACING 1 // turning to face any other direction
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#define AP_CHANGE_TARGET 1 // aiming at a new target
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#define AP_CATCH_ITEM 5 // turn to catch item
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#define AP_TOSS_ITEM 8 // toss item from inv
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#define AP_REFUEL_VEHICLE 10
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//#define AP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
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//#define AP_MOVE_ITEM_FAST 2 // hand, holster, ground only
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//#define AP_MOVE_ITEM_AVG 4 // everything else!
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//#define AP_MOVE_ITEM_SLOW 6 // vests, protective gear
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#define AP_MOVE_ITEM_FAST 4 // hand, holster, ground only
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#define AP_MOVE_ITEM_SLOW 6 // vests, protective gear
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#define AP_RADIO 5
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#define AP_CROUCH 2
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#define AP_PRONE 2
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#define AP_LOOK_STANDING 1
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#define AP_LOOK_CROUCHED 2
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#define AP_LOOK_PRONE 2
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#define AP_READY_KNIFE 0
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#define AP_READY_PISTOL 1
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#define AP_READY_RIFLE 2
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#define AP_READY_SAW 0
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// JA2Gold: reduced dual AP cost from 3 to 1
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//#define AP_READY_DUAL 3
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#define AP_READY_DUAL 1
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#define AP_MIN_AIM_ATTACK 0 // minimum permitted extra aiming
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#define AP_MAX_AIM_ATTACK 4 // maximum permitted extra aiming
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#define AP_BURST 5
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#define AP_DROP_BOMB 3
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#define AP_RELOAD_GUN 5 // loading new clip/magazine
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#define AP_START_FIRST_AID 5 // get the stuff out of medic kit
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#define AP_PER_HP_FIRST_AID 1 // for each point healed
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#define AP_STOP_FIRST_AID 3 // put everything away again
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#define AP_START_REPAIR 5 // get the stuff out of repair kit
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#define AP_GET_HIT 2 // struck by bullet, knife, explosion
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#define AP_GET_WOUNDED_DIVISOR 4 // 1 AP lost for every 'divisor' dmg
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#define AP_FALL_DOWN 4 // falling down (explosion, exhaustion)
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#define AP_GET_THROWN 2 // get thrown back (by explosion)
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#define AP_GET_UP 5 // getting up again
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#define AP_ROLL_OVER 2 // flipping from back to stomach
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#define AP_OPEN_DOOR 3 // whether successful, or not (locked)
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#define AP_PICKLOCK 10 // should really be several turns
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#define AP_EXAMINE_DOOR 5 // time to examine door
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#define AP_BOOT_DOOR 8 // time to boot door
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#define AP_USE_CROWBAR 10 // time to crowbar door
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#define AP_UNLOCK_DOOR 6 // time to unlock door
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#define AP_LOCK_DOOR 6 // time to lock door
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#define AP_EXPLODE_DOOR 10 // time to set explode charge on door
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#define AP_UNTRAP_DOOR 10 // time to untrap door
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#define AP_USEWIRECUTTERS 10 // Time to use wirecutters
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#define AP_CLIMBROOF 10 // APs to climb roof
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#define AP_CLIMBOFFROOF 6 // APs to climb off roof
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#define AP_JUMPFENCE 6 // time to jump over a fence
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#define AP_JUMPFENCEBPACK 10 // time to jump over a fence
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#define AP_JUMPWINDOW 10 // APs to Jump window
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#define AP_OPEN_SAFE 8 // time to use combination
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#define AP_USE_REMOTE 2
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#define AP_PULL_TRIGGER 2 // operate nearby panic trigger
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#define AP_FORCE_LID_OPEN 10
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#define AP_SEARCH_CONTAINER 5 // boxes, crates, safe, etc.
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#define AP_READ_NOTE 10 // reading a note's contents in inv.
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#define AP_SNAKE_BATTLE 10 // when first attacked
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#define AP_KILL_SNAKE 7 // when snake battle's been won
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#define AP_USE_SURV_CAM 5
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#define AP_PICKUP_ITEM 3
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#define AP_GIVE_ITEM 1
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#define AP_BURY_MINE 10
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#define AP_DISARM_MINE 10
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#define AP_DRINK 5
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#define AP_CAMOFLAGE 10
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#define AP_TAKE_PHOTOGRAPH 5
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#define AP_MERGE 8
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#define AP_OTHER_COST 99
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#define AP_START_RUN_COST 1
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#define AP_ATTACH_CAN 5
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#define AP_JUMP_OVER 6
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// special Breath Point related constants
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#define BP_RATIO_RED_PTS_TO_NORMAL 100
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#define BP_RUN_ENERGYCOSTFACTOR 3 // Richard thinks running is 3rd most strenous over time... tough, Mark didn't. CJC increased it again
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#define BP_WALK_ENERGYCOSTFACTOR 1 // walking subtracts flat terrain breath value
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#define BP_SWAT_ENERGYCOSTFACTOR 2 // Richard thinks swatmove is 2nd most strenous over time... tough, Mark didn't
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#define BP_CRAWL_ENERGYCOSTFACTOR 4 // Richard thinks crawling is the MOST strenuous over time
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#define BP_RADIO 0 // no breath cost
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#define BP_USE_DETONATOR 0 // no breath cost
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#define BP_REVERSE_MODIFIER 0 // no change, a bit more challenging
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#define BP_STEALTH_MODIFIER -20 // slow & cautious, not too strenuous
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#define BP_MINING_MODIFIER -30 // pretty relaxing, overall
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// end-of-turn Breath Point gain/usage rates
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#define BP_PER_AP_NO_EFFORT -200 // gain breath!
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#define BP_PER_AP_MIN_EFFORT -100 // gain breath!
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#define BP_PER_AP_LT_EFFORT -50 // gain breath!
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#define BP_PER_AP_MOD_EFFORT 25
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#define BP_PER_AP_HVY_EFFORT 50
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#define BP_PER_AP_MAX_EFFORT 100
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// Breath Point values
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#define BP_MOVEMENT_FLAT 5
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#define BP_MOVEMENT_GRASS 10
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#define BP_MOVEMENT_BUSH 20
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#define BP_MOVEMENT_RUBBLE 35
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#define BP_MOVEMENT_SHORE 50 // shallow wade
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#define BP_MOVEMENT_LAKE 75 // deep wade
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#define BP_MOVEMENT_OCEAN 100 // swimming
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#define BP_CHANGE_FACING 10 // turning to face another direction
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#define BP_CROUCH 10
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#define BP_PRONE 10
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#define BP_CLIMBROOF 500 // BPs to climb roof
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#define BP_CLIMBOFFROOF 250 // BPs to climb off roof
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#define BP_JUMPFENCE 200 // BPs to jump fence
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#define BP_JUMPFENCEBPACK 500 // BPs to jump fence
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//#define BP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
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//#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
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//#define BP_MOVE_ITEM_AVG 0 // everything else!
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//#define BP_MOVE_ITEM_SLOW 20 // vests, protective gear
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#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
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#define BP_MOVE_ITEM_SLOW 20 // vests, protective gear
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#define BP_READY_KNIFE 0 // raise/lower knife
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#define BP_READY_PISTOL 10 // raise/lower pistol
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#define BP_READY_RIFLE 20 // raise/lower rifle
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#define BP_READY_SAW 0 // raise/lower saw
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#define BP_STEAL_ITEM 50 // BPs steal item
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#define BP_PER_AP_AIMING 5 // breath cost while aiming
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#define BP_RELOAD_GUN 20 // loading new clip/magazine
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#define BP_THROW_ITEM 50 // throw grenades, fire-bombs, etc.
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#define BP_START_FIRST_AID 0 // get the stuff out of medic kit
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#define BP_PER_HP_FIRST_AID -25 // gain breath for each point healed
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#define BP_STOP_FIRST_AID 0 // put everything away again
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#define BP_GET_HIT 200 // struck by bullet, knife, explosion
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#define BP_GET_WOUNDED 50 // per pt of GUNFIRE/EXPLOSION impact
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#define BP_FALL_DOWN 250 // falling down (explosion, exhaustion)
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#define BP_GET_UP 50 // getting up again
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#define BP_ROLL_OVER 20 // flipping from back to stomach
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#define BP_OPEN_DOOR 30 // whether successful, or not (locked)
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#define BP_PICKLOCK -250 // gain breath, not very tiring...
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#define BP_EXAMINE_DOOR -250 // gain breath, not very tiring...
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#define BP_BOOT_DOOR 200 // BP to boot door
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#define BP_USE_CROWBAR 350 // BP to crowbar door
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#define BP_UNLOCK_DOOR 50 // BP to unlock door
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#define BP_EXPLODE_DOOR -250 // BP to set explode charge on door
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#define BP_UNTRAP_DOOR 150 // BP to untrap
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#define BP_LOCK_DOOR 50 // BP to untrap
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#define BP_USEWIRECUTTERS 200 // BP to use wirecutters
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#define BP_PULL_TRIGGER 0 // for operating panic triggers
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#define BP_FORCE_LID_OPEN 50 // per point of strength required
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#define BP_SEARCH_CONTAINER 0 // get some breath back (was -50)
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#define BP_OPEN_SAFE -50
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#define BP_READ_NOTE -250 // reading a note's contents in inv.
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#define BP_SNAKE_BATTLE 500 // when first attacked
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#define BP_KILL_SNAKE 350 // when snake battle's been won
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#define BP_USE_SURV_CAM -100
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#define BP_BURY_MINE 250 // involves digging & filling again
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#define BP_DISARM_MINE 0 // 1/2 digging, 1/2 light effort
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#define BP_FIRE_HANDGUN 25 // preatty easy, little recoil
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#define BP_FIRE_RIFLE 50 // heavier, nasty recoil
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#define BP_FIRE_SHOTGUN 100 // quite tiring, must be pumped up
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#define BP_STAB_KNIFE 200
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#define BP_TAKE_PHOTOGRAPH 0
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#define BP_MERGE 50
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#define BP_FALLFROMROOF 1000
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#define BP_JUMP_OVER 250
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#define DEFAULT_APS 20
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#define DEFAULT_AIMSKILL 80
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*/
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//Just so the compiler will be able to use it in init.cpp, I'm a careful person. Gotthard 1/18/07
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extern INT16 APBPConstants[TOTAL_APBP_VALUES];
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INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same function as above, except no modifier.
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same function as above, except no modifier.
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8 bLevel );
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode );
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
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BOOLEAN SelectedMercCanAffordMove( );
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BOOLEAN EnoughPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, BOOLEAN fDisplayMsg );
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void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ubInterruptType = 2 ); // SANDRO - change for improved interrupt system (ubInterruptType = 2 = UNDEFINED_INTERRUPT)
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INT32 AdjustBreathPts(SOLDIERTYPE *pSold, INT32 iBPCost);
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void UnusedAPsToBreath(SOLDIERTYPE *pSold);
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INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo,INT8 bDir, UINT16 usMovementMode);
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INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0);
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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 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost);
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INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost = 0 );
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BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos );
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void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );
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UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
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INT16 ApsToPunch( SOLDIERTYPE *pSoldier ); // SANDRO added this
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INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime );
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INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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// SANDRO - actually this procedure is nowhere used in the entire JA2 code - commented out
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//INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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INT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
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UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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BOOLEAN CheckForMercContMove( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack ); //Jump
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INT16 GetBPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack ); //Jump
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// SANDRO - changed these 2
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INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
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INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
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INT16 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToBeginRepair( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToRefuelVehicle( SOLDIERTYPE *pSoldier );
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INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
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INT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier );
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UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sMapPos ); // SANDRO - added target
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INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 GetAPsToUseCan( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 GetBPsTouseJar( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );
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void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, BOOLEAN *pfChargeTurning, BOOLEAN *pfChargeRaise );
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UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot );
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INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE );
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INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime );
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INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft );
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// SANDRO - added these:
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INT16 GetAPsCrouch( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
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INT16 GetAPsProne( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
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INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier );
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INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToDisarmMine( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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INT16 GetBPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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#endif
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