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 -1
View File
@@ -3322,7 +3322,7 @@ void SetSoldierGridNo( SOLDIERTYPE *pSoldier, INT16 sNewGridNo, BOOLEAN fForceRe
// if we SEE this particular oppponent, and he DOESN'T see us... and he COULD see us...
if ( (pSoldier->bOppList[ cnt ] == SEEN_CURRENTLY) &&
pEnemy->bOppList[ pSoldier->ubID ] != SEEN_CURRENTLY &&
PythSpacesAway( pSoldier->sGridNo, pEnemy->sGridNo ) < DistanceVisible( pEnemy, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel, pSoldier ) )
PythSpacesAway( pSoldier->sGridNo, pEnemy->sGridNo ) < DistanceVisible( pEnemy, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel ) )
{
// AGILITY (5): Soldier snuck 1 square past unaware enemy
StatChange( pSoldier, AGILAMT, 5, FALSE );