Bugfix for laser performance bonus

The brightness modifier was calculated incorrectly. Also changed formula a bit to allow a better range of values.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-09-17 14:48:24 +00:00
parent b268d330ed
commit 3c3383540c
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -2483,7 +2483,7 @@ BOOLEAN DrawCTHIndicator()
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE;
// light level influences how easy it is to spot the laser dot on the target
FLOAT fBrightnessModifier = 1.0 - ( (FLOAT)(bLightLevel - SHADE_MAX) / (FLOAT)(SHADE_MIN - SHADE_MAX) );
FLOAT fBrightnessModifier = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( gCTHDisplay.iBestLaserRange > d2DDistance )
+1 -1
View File
@@ -7555,7 +7555,7 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE;
// light level influences how easy it is to spot the laser dot on the target
FLOAT fBrightnessModifier = 1.0 - ( (FLOAT)(bLightLevel - SHADE_MAX) / (FLOAT)(SHADE_MIN - SHADE_MAX) );
FLOAT fBrightnessModifier = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( gCTHDisplay.iBestLaserRange > d2DDistance )