mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Fix for critical bug introduced in r9182: replace CoweringShockLevel check which calculates suppression tolerance every time, with IsCowering, which uses cowering animation check.
DrawBarsInUIBox: fix possible divide by zero. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9184 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1182,10 +1182,10 @@ INT16 SOLDIERTYPE::GetMaxDistanceVisible(INT32 sGridNo, INT8 bLevel, int calcAsT
|
||||
|
||||
if (calcAsType == CALC_FROM_ALL_DIRS)
|
||||
{
|
||||
return DistanceVisible( this, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, CoweringShockLevel(this), GetPercentTunnelVision(this) );
|
||||
return DistanceVisible( this, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel, this->IsCowering(), GetPercentTunnelVision(this) );
|
||||
}
|
||||
|
||||
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, CoweringShockLevel(this), GetPercentTunnelVision(this));
|
||||
return DistanceVisible( this, (SoldierHasLimitedVision(this) ? this->pathing.bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sGridNo, bLevel, this->IsCowering(), GetPercentTunnelVision(this));
|
||||
}
|
||||
|
||||
INT16 DistanceVisible(SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision)
|
||||
@@ -2097,7 +2097,7 @@ INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCall
|
||||
// BIG NOTE: must use desdir instead of direction, since in a projected
|
||||
// situation, the direction may still be changing if it's one of the first
|
||||
// few animation steps when this guy's turn to do his stepped look comes up
|
||||
sDistVisible = DistanceVisible(pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
|
||||
sDistVisible = DistanceVisible(pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pOpponent->sGridNo, pOpponent->pathing.bLevel, pSoldier->IsCowering(), GetPercentTunnelVision(pSoldier));
|
||||
//if (pSoldier->ubID == 0)
|
||||
//sprintf(gDebugStr,"dist visible %d: my dir %d to him %d",sDistVisible,pSoldier->bDesiredDirection,bDir);
|
||||
}
|
||||
@@ -7543,7 +7543,7 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
|
||||
|
||||
// distance we "see" then depends on the direction he is located from us
|
||||
bDir = atan8(pSoldier->sX,pSoldier->sY,pDyingSoldier->sX,pDyingSoldier->sY);
|
||||
sDistVisible = DistanceVisible( pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
|
||||
sDistVisible = DistanceVisible( pSoldier, pSoldier->pathing.bDesiredDirection, bDir, pDyingSoldier->sGridNo, pDyingSoldier->pathing.bLevel, pSoldier->IsCowering(), GetPercentTunnelVision(pSoldier));
|
||||
sDistAway = PythSpacesAway( pSoldier->sGridNo, pDyingSoldier->sGridNo );
|
||||
|
||||
// if we see close enough to see the soldier
|
||||
|
||||
Reference in New Issue
Block a user