Fix for 1% chance to hit target when distance is > 52

Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AalaarDB
2007-08-21 10:21:56 +00:00
parent c01ba3f6f1
commit 3f6ff281a3
31 changed files with 361 additions and 610 deletions
+2 -8
View File
@@ -185,10 +185,7 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLev
{
if ( QuoteExp_WitnessDeidrannaDeath[ pTeamSoldier->ubProfile ] )
{
// Can we see location?
sDistVisible = DistanceVisible( pTeamSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, pTeamSoldier );
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, (UINT8) sDistVisible, TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA );
}
@@ -477,10 +474,7 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLe
{
if ( QuoteExp_WitnessQueenBugDeath[ pTeamSoldier->ubProfile ] )
{
// Can we see location?
sDistVisible = DistanceVisible( pTeamSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, pTeamSoldier );
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, (UINT8) sDistVisible, TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN );
}