- vision range bonus applied only in front direction when using scope or another item with tunnel vision effect

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@137 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-30 19:38:48 +00:00
parent 330286c6e0
commit e278e14f42
3 changed files with 20 additions and 7 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.135" };
INT16 zVersionLabel[256] = { L"Release v1.13.136" };
#endif
+2 -2
View File
@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.135_2006_05_30.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.136_2006_05_30.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.135_2006_05_30.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.136_2006_05_30.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+17 -4
View File
@@ -1053,9 +1053,10 @@ INT16 MaxDistanceVisible( void )
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT16 sSubjectGridNo, INT8 bLevel, SOLDIERTYPE *pOther )
{
INT16 sDistVisible;
INT16 sDistVisible;
INT8 bLightLevel;
SOLDIERTYPE * pSubject;
BOOLEAN sideViewLimit = FALSE;
pSubject = SimpleFindSoldier( sSubjectGridNo, bLevel );
@@ -1109,7 +1110,17 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return(0);
if ( sDistVisible != STRAIGHT )
sDistVisible = sDistVisible * ( (100 - GetPercentTunnelVision(pSoldier) ) / 100 );
{
INT16 tunnelVisionInPercent = GetPercentTunnelVision(pSoldier);
if ( tunnelVisionInPercent > 0)
{
sideViewLimit = TRUE;
sDistVisible = sDistVisible * (100 - tunnelVisionInPercent ) / 100 ;
}
}
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"sDistVisible: %d", GetPercentTunnelVision(pSoldier) );
if ( sDistVisible == ANGLE && (pSoldier->bTeam == OUR_TEAM || pSoldier->bAlertStatus >= STATUS_RED ) )
{
@@ -1171,8 +1182,10 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
// Snap: this takes care of all equipment bonuses at all light levels
// The rest is special code for robots, bloodcats and NO specialists
sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
if (!sideViewLimit)
{
sDistVisible += sDistVisible * GetTotalVisionRangeBonus(pSoldier, bLightLevel) / 100;
}