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Fix: incorrect underground check for cave vision bonus and scouting
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8340 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8340 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8340 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8340 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8340 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8340 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8340 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8325 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8340 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 16.10.19" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 16.11.16" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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+3
-3
@@ -11478,7 +11478,7 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
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if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
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{
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if ( pSoldier->pathing.bLevel == 0 )
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if ( pSoldier->bSectorZ == 0 )
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{
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bonus += GetNightVisionRangeBonus(pSoldier, bLightLevel);
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}
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@@ -11511,7 +11511,7 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
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bonus += pSoldier->GetSightRangeBonus();
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// SANDRO - STOMP traits - Scouting bonus for sight range with binoculars and similar
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->bSectorZ == 0 )
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{
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OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
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if (pObj->exists() == true)
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@@ -11617,7 +11617,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
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bonus = max( bonus_body, bonus_gun );
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// SANDRO - STOMP traits - Scouting tunnel vision reduction with binoculars and similar
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->bSectorZ == 0 )
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{
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OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
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if (pObj->exists() == true)
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