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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
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@@ -458,7 +458,7 @@ INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTa
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}
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// if actual LOS check fails, then chance to hit is 0, ignore this guy
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if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, TRUE ) == 0 )
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if( SoldierToVirtualSoldierLineOfSightTest( pOpponent, sTargetGridNo, pSoldier->bLevel, bStance, TRUE, CALC_FROM_WANTED_DIR ) == 0 )
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{
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continue;
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}
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@@ -954,7 +954,7 @@ INT8 CalcIfSoldierCanSeeGridNo( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, BOOL
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}
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// Lesh: changed 2-nd parameter in DistanceVisible function call
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usSightLimit = DistanceVisible( pSoldier, (SoldierHasLimitedVision(pSoldier) ? pSoldier->bDesiredDirection : DIRECTION_IRRELEVANT), DIRECTION_IRRELEVANT, sTargetGridNo, fRoof );
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usSightLimit = pSoldier->GetMaxDistanceVisible(sTargetGridNo, fRoof, CALC_FROM_WANTED_DIR);
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//
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