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- Tweaked tunnel vision penalty calculation
- If both body items and weapon have tunnel vision penalties, use their maximum, not their sum git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8134 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+15
-17
@@ -1204,6 +1204,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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INT8 bLightLevel;
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BOOLEAN sideViewLimit = FALSE;
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SOLDIERTYPE* pSubject = SimpleFindSoldier( sSubjectGridNo, bLevel );
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INT16 tunnelVisionInPercent = 0;
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if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER)
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{
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@@ -1271,27 +1272,19 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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sDistVisible = gbLookDistance[bFacingDir][bSubjectDir];
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// Lesh: and this
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if ( (sDistVisible == 0) && fLimitedVision )
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return(0);
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if ( sDistVisible != STRAIGHT )
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{
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INT16 tunnelVisionInPercent = GetPercentTunnelVision(pSoldier);
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if ( tunnelVisionInPercent > 0)
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{
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sideViewLimit = TRUE;
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sDistVisible = sDistVisible * (100 - tunnelVisionInPercent ) / 100 ;
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}
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}
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"sDistVisible: %d", GetPercentTunnelVision(pSoldier) );
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if ( sDistVisible == 0 && fLimitedVision )
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return 0;
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if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->aiData.bAlertStatus >= STATUS_RED ) )
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{
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sDistVisible = STRAIGHT;
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}
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if ( sDistVisible != STRAIGHT || ( fLimitedVision && (bFacingDir != bSubjectDir) ) )
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{
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tunnelVisionInPercent = GetPercentTunnelVision( pSoldier );
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}
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sDistVisible *= 2;
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if ( pSoldier->usAnimState == RUNNING )
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@@ -1302,6 +1295,13 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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sDistVisible = (INT16) (sDistVisible * ANGLE_RATIO);
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}
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}
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// Flugente: we only apply tunnelvision now, after we've possibly extended the sight range, which results in finer differentiation of effects
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if ( tunnelVisionInPercent > 0 )
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{
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sideViewLimit = TRUE;
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sDistVisible = sDistVisible * (100 - tunnelVisionInPercent) / 100;
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}
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}
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}
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@@ -1352,8 +1352,6 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) &&
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gGameExternalOptions.ubMaxSuppressionShock > 0 && sDistVisible > 0 )
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{
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// Make sure character is cowering.
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if ( CoweringShockLevel(pSoldier) )
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{
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