Bugfix for crash in main menu when the player pressed 'n' for new game.

New option in CTHConstants.ini:
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = FALSE/TRUE
When activated it will make iron sights more powerful over longer distances. This is an experimental switch. The formula might need to be tweaked.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7358 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-07-22 09:55:56 +00:00
parent d7d1cce626
commit 9f5aa4c227
6 changed files with 86 additions and 11 deletions
+9 -4
View File
@@ -2546,11 +2546,8 @@ BOOLEAN DrawCTHIndicator()
///////////////////////////////////////////////////////////
// Now we calculate the Aperture size. This is done using the same method as the shooting formula uses.
// Calculate the maximum angle of any shot.
DOUBLE ddMaxAngleRadians = (gGameCTHConstants.DEGREES_MAXIMUM_APERTURE * 6.283) / 360;
// Calculate the size of a "normal" aperture. This is how wide a shot can go at 1x Normal Distance.
FLOAT iBasicAperture = (FLOAT)((sin(ddMaxAngleRadians) * gGameCTHConstants.NORMAL_SHOOTING_DISTANCE) * 2); // The *2 compensates for the difference between CellXY and ScreenXY
FLOAT iBasicAperture = CalcBasicAperture() * 2; // The *2 compensates for the difference between CellXY and ScreenXY
// sevenfm: moved declarations out of codeblock, will use them later for laser dot plotting
FLOAT fLaserBonus = 0;
@@ -2560,6 +2557,14 @@ BOOLEAN DrawCTHIndicator()
// when using the reworked NCTH code we do additional calculations for iron sights and lasers
if (gGameExternalOptions.fUseNewCTHCalculation)
{
// silversurfer: New functionality for iron sights - There have been many complaints that iron sights lose their usefulness
// very fast the farther the target is away. Setting IRON_SIGHT_PERFORMANCE_BONUS too high makes them overly powerful at
// close range. This experimental formula implements a curve that lowers iBasicAperture the farther the target is away.
// At 1 tile distance iBasicAperture will be the same as before. That's the common start.
if ( gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT && gCTHDisplay.ScopeMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
iBasicAperture = iBasicAperture * ( 1 / sqrt( d2DDistance / FLOAT(CELL_X_SIZE) ) / 4.0 + 0.75 );
// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
if ( gCTHDisplay.ScopeMagFactor <= 1.0 && !pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )