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Brief: //dnl ch60
- Vertical angle formula fix and accidental hits in OCTH. Details: - No more accidental hits at target for which OCTH calculate miss, this was especially inflicted to prone targets, cause was vertical angles and ridiculous definition in JSD stance files. - Rollback to original v1.12 Distance2D calculation, because game use tan not cos function for vertical angle. Bad vertical angles in close distance 3 tiles or less (as Distance3D calculate 8 tiles), means that you will always hit target regardless of OCTH result. - Also fix distance formula which had wrong factor 2.56 instead of 25.6, at close distance that was problem because height for one level is defined by 256 units per one tile which had value of 10. - Add little adjustment to vertical bullet angles so bullets spread more in visual ranges. - Bug fix when dice roll is equal to OCTH which means miss but currently was always treated as hit even when OCTH is pure 0. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -102,7 +102,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
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#define CONVERT_WITHINTILE_TO_INDEX( n ) ((n) >> 1)
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#define CONVERT_INDEX_TO_WITHINTILE( n ) ((n) << 1)
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#define CONVERT_INDEX_TO_PIXELS( n ) ((n) * MAX_STRUCTURE_HEIGHT * HEIGHT_UNITS_PER_INDEX / HEIGHT_UNITS)
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#define HEIGHTUNITS_PER_CELL (HEIGHT_UNITS / CELL_X_SIZE)//dnl ch60 010913 was 2.56f which isn't correct
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#define TREE_SIGHT_REDUCTION 6
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#define NORMAL_TREES 10
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