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- 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
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+11
-4
@@ -1109,7 +1109,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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return(0);
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if ( sDistVisible != STRAIGHT )
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sDistVisible = sDistVisible * ((100 - GetPercentTunnelVision(pSoldier))/100);
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sDistVisible = sDistVisible * ( (100 - GetPercentTunnelVision(pSoldier) ) / 100 );
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if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) )
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{
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@@ -1133,7 +1133,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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if (pSoldier->bLevel != bLevel)
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{
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// add two tiles distance to visibility to/from roofs
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sDistVisible += (STRAIGHT_RATIO * 2); //2;
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// sDistVisible += (STRAIGHT_RATIO * 2); //2;
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sDistVisible += ( sDistVisible / 6 ); //lal changed distance to 1/6 from visible range
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}
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// now reduce based on light level; SHADE_MIN is the define for the
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@@ -1156,7 +1157,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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}
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else
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{
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bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
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bLightLevel = LightTrueLevel(sSubjectGridNo, bLevel);
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}
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// Snap: I think this was intended to give maximum visibility to targets with muzzle flash...
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@@ -1170,7 +1171,11 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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// Snap: this takes care of all equipment bonuses at all light levels
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// The rest is special code for robots, bloodcats and NO specialists
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sDistVisible += GetTotalVisionRangeBonus(pSoldier, bLightLevel);
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sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
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// give one step better vision for people with nightops
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if (HAS_SKILL_TRAIT( pSoldier, NIGHTOPS ))
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@@ -1213,6 +1218,8 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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return(sDistVisible);
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}
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void EndMuzzleFlash( SOLDIERTYPE * pSoldier )
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{
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UINT32 uiLoop;
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