mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
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:
+17
-16
@@ -1759,11 +1759,11 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
|
||||
ubTreeReduction = gubTreeSightReduction[ gAnimControl[pEndSoldier->usAnimState].ubEndHeight ];
|
||||
}
|
||||
|
||||
if (iTileSightLimit == -1) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->bLevel );
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->bLevel, iTileSightLimit );
|
||||
}
|
||||
else if (iTileSightLimit == 255) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->bLevel );
|
||||
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->bLevel, CALC_FROM_ALL_DIRS );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos, iTileSightLimit, ubTreeReduction, bAware, bEffectiveCamo + bEffectiveStealth, fSmell, NULL ) );
|
||||
@@ -1789,9 +1789,10 @@ INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
// We don't want to consider distance limits here so pass in tile sight limit of 255
|
||||
//ADB changed from 255 to 511 to handle new LOS test
|
||||
// We don't want to consider distance limits here so pass in tile sight limit of 255( + 256)
|
||||
// and consider trees as little as possible
|
||||
iRet = LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, 255, 0, TRUE, 0, FALSE, &sWindowGridNo );
|
||||
iRet = LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, 511, 0, TRUE, 0, FALSE, &sWindowGridNo );
|
||||
|
||||
return( sWindowGridNo );
|
||||
}
|
||||
@@ -1832,11 +1833,11 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGr
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == -1) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel );
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
|
||||
}
|
||||
else if (iTileSightLimit == 255) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel );
|
||||
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, gubTreeSightReduction[ANIM_STAND], bAware, 0, HasThermalOptics( pStartSoldier), NULL ) );
|
||||
@@ -1879,11 +1880,11 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16
|
||||
sXPos = sXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sYPos = sYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == -1) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel );
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, iTileSightLimit );
|
||||
}
|
||||
else if (iTileSightLimit == 255) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel );
|
||||
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
|
||||
iTileSightLimit = 255 + pStartSoldier->GetMaxDistanceVisible( sGridNo, bLevel, CALC_FROM_ALL_DIRS );
|
||||
}
|
||||
|
||||
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, gubTreeSightReduction[ANIM_STAND], bAware, 0, HasThermalOptics( pStartSoldier), NULL ) );
|
||||
@@ -1918,10 +1919,10 @@ INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, I
|
||||
sEndXPos = sEndXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
|
||||
sEndYPos = sEndYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
|
||||
|
||||
if (iTileSightLimit == -1) {
|
||||
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
|
||||
iTileSightLimit = MaxNormalDistanceVisible();
|
||||
}
|
||||
else if (iTileSightLimit == 255) {
|
||||
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
|
||||
iTileSightLimit = 255 + MaxNormalDistanceVisible();
|
||||
}
|
||||
return( LineOfSightTest( (FLOAT)sStartXPos, (FLOAT)sStartYPos, dStartZPos, (FLOAT) sEndXPos, (FLOAT) sEndYPos, dEndZPos, iTileSightLimit, gubTreeSightReduction[ANIM_STAND], bAware, 0, FALSE, NULL ) );
|
||||
|
||||
Reference in New Issue
Block a user