- tool tips for Bobby Ray updated

- tool tips for items updated
- finding tunnel vision bonus changed
- rooftop vision bonus changed to % instead of tiles
- vision range bonus changed to % instead of tiles





git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@135 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-30 17:55:48 +00:00
parent c139b9df23
commit 330286c6e0
6 changed files with 232 additions and 187 deletions
+11 -4
View File
@@ -1109,7 +1109,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return(0);
if ( sDistVisible != STRAIGHT )
sDistVisible = sDistVisible * ((100 - GetPercentTunnelVision(pSoldier))/100);
sDistVisible = sDistVisible * ( (100 - GetPercentTunnelVision(pSoldier) ) / 100 );
if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) )
{
@@ -1133,7 +1133,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
if (pSoldier->bLevel != bLevel)
{
// add two tiles distance to visibility to/from roofs
sDistVisible += (STRAIGHT_RATIO * 2); //2;
// sDistVisible += (STRAIGHT_RATIO * 2); //2;
sDistVisible += ( sDistVisible / 6 ); //lal changed distance to 1/6 from visible range
}
// now reduce based on light level; SHADE_MIN is the define for the
@@ -1156,7 +1157,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
}
else
{
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
}
// Snap: I think this was intended to give maximum visibility to targets with muzzle flash...
@@ -1170,7 +1171,11 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// Snap: this takes care of all equipment bonuses at all light levels
// The rest is special code for robots, bloodcats and NO specialists
sDistVisible += GetTotalVisionRangeBonus(pSoldier, bLightLevel);
sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
// give one step better vision for people with nightops
if (HAS_SKILL_TRAIT( pSoldier, NIGHTOPS ))
@@ -1213,6 +1218,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return(sDistVisible);
}
void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
{
UINT32 uiLoop;