Fix incorrect CTH message for [F] key when not using gun.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8990 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-04-29 15:07:27 +00:00
parent 935edd128f
commit 8722a5d8cc
+7 -6
View File
@@ -967,6 +967,7 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
{
uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
usGunRange = CalcMaxTossRange(pSoldier, pObjhand->usItem, TRUE) * CELL_X_SIZE;
swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
}
else if (usItemClass == IC_BLADE)
{
@@ -975,13 +976,13 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
else
uiHitChance = 0;
usGunRange = 15;
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
}
else if (ubItemCursor == TOSSCURS)
{
uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
usGunRange = CalcMaxTossRange(pSoldier, pSoldier->inv[HANDPOS].usItem, TRUE) * CELL_X_SIZE;
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
}
else
{
@@ -993,15 +994,15 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
}
// HEADROCK HAM 3.6: Calculate Gun Range using formula.
usGunRange = GunRange(pObjhand, pSoldier); // SANDRO - added argument
}
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
}
}
else if (pSoldier->inv[HANDPOS].exists() && ubItemCursor == TOSSCURS)
{
pSoldier->usAttackingWeapon = pSoldier->inv[HANDPOS].usItem;
uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
usGunRange = CalcMaxTossRange(pSoldier, pSoldier->inv[HANDPOS].usItem, TRUE) * CELL_X_SIZE;
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
}
else if ((!pSoldier->inv[HANDPOS].exists() || Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_PUNCH) && gfUIFullTargetFound && MercPtrs[gusUIFullTargetID])
{
@@ -1011,7 +1012,7 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
pSoldier->usAttackingWeapon = 0;
uiHitChance = CalcChanceToPunch(pSoldier, MercPtrs[gusUIFullTargetID], pSoldier->aiData.bShownAimTime);
usGunRange = 15;
swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
}
else
{