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.
This commit is contained in:
NovaRain
2021-03-05 15:07:34 +08:00
parent af90444f9b
commit f8447ba3b1
8 changed files with 92 additions and 20 deletions
+2 -2
View File
@@ -118,8 +118,8 @@ You can get the weapon object by checking item slot based on attack type (ATKTYP
Critter arg0 - The critter performing the action
int arg1 - Attack Type (see ATKTYPE_* constants)
int arg2 - Is aimed attack (1 or 0)
int arg3 - The normal AP cost
Item arg4 - The weapon
int arg3 - The default AP cost
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
int ret0 - The new AP cost