mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Fix for the "CONT" that won't go away
Fix points calculation in BaseAPsToShootOrStab Tweaks to inventory, soldier, and merc profile structs Fix for divide by 0 in CalcBestShot git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1199 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -251,7 +251,8 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
|
||||
if (pOpponent->sGridNo == pSoldier->sLastTarget)
|
||||
{
|
||||
// raw AP cost calculation included cost of changing target!
|
||||
ubRawAPCost -= AP_CHANGE_TARGET;
|
||||
// Not unless we really needed to change targets!
|
||||
//ubRawAPCost -= AP_CHANGE_TARGET;
|
||||
}
|
||||
|
||||
iBestHitRate = 0; // reset best hit rate to minimum
|
||||
@@ -309,6 +310,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
|
||||
{
|
||||
ubAimTime = AP_MIN_AIM_ATTACK;
|
||||
ubChanceToHit = (UINT8) AICalcChanceToHitGun(pSoldier,pOpponent->sGridNo,ubAimTime, AIM_SHOT_TORSO);
|
||||
Assert( ubRawAPCost > 0);
|
||||
iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime);
|
||||
|
||||
iBestHitRate = iHitRate;
|
||||
|
||||
Reference in New Issue
Block a user