Fixed bug where wrong chance to hit was displayed by completing AXP's previous bugfix.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1280 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AalaarDB
2007-08-26 06:09:34 +00:00
parent 146230752e
commit ef04b0790d
24 changed files with 126 additions and 90 deletions
+2 -2
View File
@@ -458,7 +458,7 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
}
// if actual LOS check fails, then chance to hit is 0, ignore this guy
if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, TRUE ) == 0 )
if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, TRUE, CALC_FROM_WANTED_DIR ) == 0 )
{
continue;
}
@@ -954,7 +954,7 @@ INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOL
}
// Lesh: changed 2-nd parameter in DistanceVisible function call
usSightLimit = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof );
usSightLimit = pSoldier->GetMaxDistanceVisible(sTargetGridNo, fRoof, CALC_FROM_WANTED_DIR);
//