diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index 11b599a8d..320e9afc2 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -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 ) diff --git a/Tactical/LOS.cpp b/Tactical/LOS.cpp index 8616cd339..59a5fc3a1 100644 --- a/Tactical/LOS.cpp +++ b/Tactical/LOS.cpp @@ -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 )