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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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@@ -122,7 +122,7 @@ void CallEldinTo( INT16 sGridNo )
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pSoldier = FindSoldierByProfileID( ELDIN, FALSE );
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife >= OKLIFE && (pSoldier->bAlertStatus == STATUS_GREEN || pSoldier->ubNoiseVolume < (MAX_MISC_NOISE_DURATION / 2) ) )
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{
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if ( SoldierToLocationLineOfSightTest( pSoldier, sGridNo, (UINT8) MaxDistanceVisible(), TRUE ) )
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, 0, 0, TRUE ) )
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{
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// sees the player now!
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TriggerNPCWithIHateYouQuote( ELDIN );
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@@ -229,7 +229,7 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
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// if any "misc. noise" was also heard recently
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if (pSoldier->sNoiseGridno != NOWHERE)
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{
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if ( pSoldier->bNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->sNoiseGridno, pSoldier->bNoiseLevel, 0, (UINT8) MaxDistanceVisible(), FALSE ) == 0 )
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if ( pSoldier->bNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, pSoldier->sNoiseGridno ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, pSoldier->sNoiseGridno, pSoldier->bNoiseLevel, 0, FALSE, 255 ) == 0 )
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{
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// calculate how far this noise was, and its relative "importance"
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iDistAway = SpacesAway(pSoldier->sGridNo,pSoldier->sNoiseGridno);
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@@ -258,7 +258,7 @@ INT16 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
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if (*psNoiseGridNo != NOWHERE)
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{
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// if we are NOT there (at the noise gridno)
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if ( *pbNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, (UINT8) MaxDistanceVisible(), FALSE ) == 0 )
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if ( *pbNoiseLevel != pSoldier->bLevel || PythSpacesAway( pSoldier->sGridNo, *psNoiseGridNo ) >= 6 || SoldierTo3DLocationLineOfSightTest( pSoldier, *psNoiseGridNo, *pbNoiseLevel, 0, FALSE, 255 ) == 0 )
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{
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// calculate how far this noise was, and its relative "importance"
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iDistAway = SpacesAway(pSoldier->sGridNo,*psNoiseGridNo);
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