diff --git a/Tactical/DisplayCover.cpp b/Tactical/DisplayCover.cpp index 5842a4cc0..6db1a79b7 100644 --- a/Tactical/DisplayCover.cpp +++ b/Tactical/DisplayCover.cpp @@ -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 {