diff --git a/Tactical/LOS.h b/Tactical/LOS.h index 3fea82fb..90b2d784 100644 --- a/Tactical/LOS.h +++ b/Tactical/LOS.h @@ -102,7 +102,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p #define CONVERT_WITHINTILE_TO_INDEX( n ) ((n) >> 1) #define CONVERT_INDEX_TO_WITHINTILE( n ) ((n) << 1) #define CONVERT_INDEX_TO_PIXELS( n ) ((n) * MAX_STRUCTURE_HEIGHT * HEIGHT_UNITS_PER_INDEX / HEIGHT_UNITS) -#define HEIGHTUNITS_PER_CELL (HEIGHT_UNITS / CELL_X_SIZE)//dnl ch60 010913 was 2.56f which isn't correct +#define HEIGHTUNITS_PER_CELL (1.0f * HEIGHT_UNITS / CELL_X_SIZE)//dnl ch60 010913 was 2.56f which isn't correct #define TREE_SIGHT_REDUCTION 6 #define NORMAL_TREES 10 diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 0b3730d3..742478c6 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -1720,6 +1720,8 @@ BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier ) for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ ) { + if(!gTacticalStatus.Team[ubTeamLoop].bTeamActive)//dnl ch58 070913 skip any inactive teams + continue; if ( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide ) { // consider guys in this team, which isn't on our side