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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
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@@ -537,7 +537,6 @@ INT8 GetUIApsToDisplay( SOLDIERTYPE *pSoldier )
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void CheckForDisabledForGiveItem( )
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{
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INT16 sDist;
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INT16 sDistVisible;
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INT16 sDestGridNo;
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INT8 bDestLevel;
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INT32 cnt;
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@@ -566,10 +565,8 @@ void CheckForDisabledForGiveItem( )
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{
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sDist = PythSpacesAway( gpSMCurrentMerc->sGridNo, pSoldier->sGridNo );
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sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel, gpSMCurrentMerc );
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// Check LOS....
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel, 3, (UINT8) sDistVisible, TRUE ) )
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bLevel, 3, TRUE ) )
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{
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if ( sDist <= PASSING_ITEM_DISTANCE_NOTOKLIFE )
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{
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@@ -600,11 +597,8 @@ void CheckForDisabledForGiveItem( )
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// Get distance....
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sDist = PythSpacesAway( MercPtrs[ ubSrcSoldier ]->sGridNo, sDestGridNo );
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// is he close enough to see that gridno if he turns his head?
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sDistVisible = DistanceVisible( MercPtrs[ ubSrcSoldier ], DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sDestGridNo, bDestLevel, MercPtrs[ ubSrcSoldier ] );
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// Check LOS....
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if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubSrcSoldier ], sDestGridNo, bDestLevel, 3, (UINT8) sDistVisible, TRUE ) )
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if ( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubSrcSoldier ], sDestGridNo, bDestLevel, 3, TRUE ) )
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{
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// UNCONSCIOUS GUYS ONLY 1 tile AWAY
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if ( MercPtrs[ gusSMCurrentMerc ]->bLife < CONSCIOUSNESS )
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