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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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@@ -61,16 +61,20 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel
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INT8 ChanceToGetThrough( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ );
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake );
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INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = -1, UINT8 ubAimLocation = LOS_POS );
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INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = -1 );
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INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = -1 );
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#define CALC_FROM_ALL_DIRS -1
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#define CALC_FROM_WANTED_DIR -2
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#define NO_DISTANCE_LIMIT -3
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INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS );
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INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS );
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INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo );
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INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, INT16 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = -1 );
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INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, INT16 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
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