Add optional InOut parameter to ClosestKnownOpponent

distanceInCellCoords will return the distance between pSoldier and closest known opponent. We're often calculating same range after the call using PythSpacesAway and this way it's no longer necessary in most cases.
This commit is contained in:
Asdow
2026-01-19 22:56:18 +02:00
parent e806fd37e7
commit 52a4959dfb
4 changed files with 38 additions and 26 deletions
+2 -1
View File
@@ -171,7 +171,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier );
INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier );
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL);
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL, INT32 * distanceInCellCoords = NULL);
INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance );
INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); // Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck );
@@ -431,6 +431,7 @@ INT8 KnownPublicLevel(UINT8 bTeam, SoldierID ubOpponentID);
// sevenfm: distance for tactical AI checks, roughly equal to normal day vision range
#define TACTICAL_RANGE (gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO * 2)
#define TACTICAL_RANGE_CELL_COORDS TACTICAL_RANGE*CELL_X_SIZE
#define BOMB_DETECTION_RANGE (TACTICAL_RANGE / 4)
#endif