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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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+11
-12
@@ -3650,11 +3650,10 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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}
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// 0verhaul: Changed to take expanded range from shooting at different levels into account
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sDistVis = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, pSoldier->bTargetLevel, pSoldier );
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// give some leeway to allow people to spot for each other...
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// use distance limitation for LOS routine of 2 x maximum distance EVER visible, so that we get accurate
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// calculations out to around 50 tiles. Because we multiply max distance by 2, we must divide by 2 later
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//ADB this change does nothing - either way it is random - we don't know what level we are shooting to, which is
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//what the last parameter is, and the soldier's current level is as good a guess as ground level.
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//so if you really want to fix this, pass in a value
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sDistVis = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, pSoldier->bTargetLevel );
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// CJC August 13 2002: Wow, this has been wrong the whole time. bTargetCubeLevel seems to be generally set to 2 -
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// but if a character is shooting at an enemy in a particular spot, then we should be using the target position on the body.
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@@ -3663,20 +3662,20 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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// If the start soldier has a body part they are aiming at, and know about the person in the tile, then use that height instead
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iSightRange = -1;
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// give some leeway to allow people to spot for each other...
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//so make the range to calculate the bullet at 255+
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ubTargetID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel );
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// best to use team knowledge as well, in case of spotting for someone else
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// 0verhaul: Why not use the distance visible as the max for line of sight testing?
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//ADB because A) the bullet can travel farther than I can see and B) I might have a spotter
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if (ubTargetID != NOBODY && pSoldier->bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
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{
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iSightRange = SoldierToBodyPartLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bAimShotLocation, (UINT8) sDistVis /*(MaxDistanceVisible() * 2) */, TRUE );
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iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, 255, pSoldier->bAimShotLocation );
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}
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if (iSightRange == -1) // didn't do a bodypart-based test
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{
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iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, (UINT8) sDistVis /* (MaxDistanceVisible() * 2) */, TRUE );
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iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, 255 );
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}
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iSightRange *= 2;
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if ( iSightRange > (sDistVis * CELL_X_SIZE) )
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{
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@@ -3846,11 +3845,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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}
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//iChance -= 20 * iRange / iMaxRange;
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if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxDistanceVisible() ) )
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if ( TANK( pSoldier ) && ( iRange / CELL_X_SIZE < MaxNormalDistanceVisible() ) )
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{
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// tank; penalize at close range!
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// 2 percent per tile closer than max visible distance
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iChance -= 2 * ( MaxDistanceVisible() - (iRange / CELL_X_SIZE) );
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iChance -= 2 * ( MaxNormalDistanceVisible() - (iRange / CELL_X_SIZE) );
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}
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if (iSightRange == 0)
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