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Added fixes for the AP cost for AI
* before the reload AP cost for AI was always 2, even if it's changed by CALCAPCOST hook.
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@@ -118,8 +118,8 @@ You can get the weapon object by checking item slot based on attack type (ATKTYP
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Critter arg0 - The critter performing the action
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int arg1 - Attack Type (see ATKTYPE_* constants)
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int arg2 - Is aimed attack (1 or 0)
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int arg3 - The normal AP cost
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Item arg4 - The weapon
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int arg3 - The default AP cost
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Item arg4 - The weapon for which the cost is calculated. If it is 0, the pointer to the weapon can still be obtained by the aforementioned method
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int ret0 - The new AP cost
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