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
This commit is contained in:
silversurfer
2016-11-16 16:41:16 +00:00
parent 6c737fefd3
commit 5a602f0b9c
2 changed files with 12 additions and 12 deletions
+3 -3
View File
@@ -11478,7 +11478,7 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
{
if ( pSoldier->pathing.bLevel == 0 )
if ( pSoldier->bSectorZ == 0 )
{
bonus += GetNightVisionRangeBonus(pSoldier, bLightLevel);
}
@@ -11511,7 +11511,7 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
bonus += pSoldier->GetSightRangeBonus();
// SANDRO - STOMP traits - Scouting bonus for sight range with binoculars and similar
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->bSectorZ == 0 )
{
OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
@@ -11617,7 +11617,7 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
bonus = max( bonus_body, bonus_gun );
// SANDRO - STOMP traits - Scouting tunnel vision reduction with binoculars and similar
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->bSectorZ == 0 )
{
OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)