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Fix for militia transported to NOWHERE during autoresolve in a different than current sector
INS for overhead map is back! Weapon CTH at extreme range now calculated with soldier's real sight max git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1237 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3649,7 +3649,8 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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iChance -= iPenalty;
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}
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sDistVis = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, 0, pSoldier );
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// 0verhaul: Changed to take expanded range from shooting at different levels into account
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sDistVis = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, pSoldier->bTargetLevel, pSoldier );
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// give some leeway to allow people to spot for each other...
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// use distance limitation for LOS routine of 2 x maximum distance EVER visible, so that we get accurate
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@@ -3664,14 +3665,15 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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ubTargetID = WhoIsThere2( sGridNo, pSoldier->bTargetLevel );
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// best to use team knowledge as well, in case of spotting for someone else
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// 0verhaul: Why not use the distance visible as the max for line of sight testing?
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if (ubTargetID != NOBODY && pSoldier->bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
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{
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iSightRange = SoldierToBodyPartLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bAimShotLocation, (UINT8) (MaxDistanceVisible() * 2), TRUE );
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iSightRange = SoldierToBodyPartLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bAimShotLocation, (UINT8) sDistVis /*(MaxDistanceVisible() * 2) */, TRUE );
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}
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if (iSightRange == -1) // didn't do a bodypart-based test
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{
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iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, (UINT8) (MaxDistanceVisible() * 2), TRUE );
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iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, (UINT8) sDistVis /* (MaxDistanceVisible() * 2) */, TRUE );
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}
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iSightRange *= 2;
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