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 -1
View File
@@ -2469,7 +2469,8 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
RearrangePocket(pSoldier, HANDPOS, pBestShot->bWeaponIn, TEMPORARILY);
}
if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxDistanceVisible() ) || pSoldier->bOrders == SNIPER ) ) ||
//if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > pSoldier->MaxDistanceVisible(pBestShot->sTarget, pBestShot->bTargetLevel) ) || pSoldier->bOrders == SNIPER ) ) ||
if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxNormalDistanceVisible() ) || pSoldier->bOrders == SNIPER ) ) ||
(suppressionFire && IsGunAutofireCapable(pSoldier,pBestShot->bWeaponIn ) && GetMagSize(pObj) > 30 && pObj->ItemData.Gun.ubGunShotsLeft > 20 ))
{
// get the minimum cost to attack with this item