diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 76fc266b..880b7bd5 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -5066,7 +5066,8 @@ void FireFragments( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, FLOAT dDeltaY = (dRandomY * ubFragRange); FLOAT dDeltaZ = ((dRandomZ * 25.6f) * 50 ); - FLOAT dRangeMultiplier = 10; // Arbitrary, but gives good results. + // silversurfer: changed that from 10 to 1 because ubFragRange is already in tiles * 10. A Claymore for example has ubFragRange = 100. Multiplying again by 10 means 100 tiles range! + FLOAT dRangeMultiplier = 1; // Arbitrary, but gives good results. FLOAT dEndX = (FLOAT)(sX + (dDeltaX * dRangeMultiplier)); FLOAT dEndY = (FLOAT)(sY + (dDeltaY * dRangeMultiplier)); @@ -5157,7 +5158,8 @@ void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECT FLOAT dDeltaY = (dRandomY * ubFragRange); FLOAT dDeltaZ = ((dRandomZ * 25.6f) * 50 ); - FLOAT dRangeMultiplier = 10; // Arbitrary, but gives good results. + // silversurfer: changed that from 10 to 1 because ubFragRange is already in tiles * 10. A Claymore for example has ubFragRange = 100. Multiplying again by 10 means 100 tiles range! + FLOAT dRangeMultiplier = 1; // Arbitrary, but gives good results. FLOAT dEndX = (FLOAT)(sX + (dDeltaX * dRangeMultiplier)); FLOAT dEndY = (FLOAT)(sY + (dDeltaY * dRangeMultiplier));