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Fix: The game used an internal range multiplier for fragments giving them insane range. I changed that from 10 to 1. Fragment range defined in Explosives.xml already includes a x10 multiplier.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5066,7 +5066,8 @@ void FireFragments( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem,
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FLOAT dDeltaY = (dRandomY * ubFragRange);
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FLOAT dDeltaZ = ((dRandomZ * 25.6f) * 50 );
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FLOAT dRangeMultiplier = 10; // Arbitrary, but gives good results.
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// 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!
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FLOAT dRangeMultiplier = 1; // Arbitrary, but gives good results.
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FLOAT dEndX = (FLOAT)(sX + (dDeltaX * dRangeMultiplier));
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FLOAT dEndY = (FLOAT)(sY + (dDeltaY * dRangeMultiplier));
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@@ -5157,7 +5158,8 @@ void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECT
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FLOAT dDeltaY = (dRandomY * ubFragRange);
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FLOAT dDeltaZ = ((dRandomZ * 25.6f) * 50 );
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FLOAT dRangeMultiplier = 10; // Arbitrary, but gives good results.
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// 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!
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FLOAT dRangeMultiplier = 1; // Arbitrary, but gives good results.
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FLOAT dEndX = (FLOAT)(sX + (dDeltaX * dRangeMultiplier));
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FLOAT dEndY = (FLOAT)(sY + (dDeltaY * dRangeMultiplier));
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