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
+1 -6
View File
@@ -7070,7 +7070,6 @@ BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier )
SOLDIERTYPE *pShopkeeper;
INT16 sDestGridNo;
INT8 bDestLevel;
INT16 sDistVisible;
UINT32 uiRange;
@@ -7092,12 +7091,8 @@ BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier )
{
sDestGridNo = pShopkeeper->sGridNo;
bDestLevel = pShopkeeper->bLevel;
// is he close enough to see that gridno if he turns his head?
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sDestGridNo, bDestLevel, pSoldier );
// If he has LOS...
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sDestGridNo, bDestLevel, 3, (UINT8) sDistVisible, TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sDestGridNo, bDestLevel, 3, TRUE ) )
{
// Get range to shopkeeper
uiRange = GetRangeFromGridNoDiff( pSoldier->sGridNo, sDestGridNo );