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:
Sevenfm
2021-10-16 16:07:31 +00:00
parent 9fd9e82397
commit b11957691c
8 changed files with 17 additions and 15 deletions
+2 -2
View File
@@ -4248,7 +4248,7 @@ BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlim
else
{
gbForceWeaponReady = true;
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, pSoldier->IsCowering(), GetPercentTunnelVision(pSoldier));
gbForceWeaponReady = false;
//iDistanceVisible = pSoldier->GetMaxDistanceVisible(sSpot, pSoldier->pathing.bLevel, CALC_FROM_WANTED_DIR);
}
@@ -4338,7 +4338,7 @@ BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited)
else
{
gbForceWeaponReady = true;
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, CoweringShockLevel(pSoldier), GetPercentTunnelVision(pSoldier));
iDistanceVisible = DistanceVisible(pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sSpot, pSoldier->pathing.bLevel, pSoldier->IsCowering(), GetPercentTunnelVision(pSoldier));
gbForceWeaponReady = false;
//iDistanceVisible = pSoldier->GetMaxDistanceVisible(sSpot, pSoldier->pathing.bLevel, CALC_FROM_WANTED_DIR);
}