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
@@ -1279,7 +1279,7 @@ void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
{
// and we can trace a line of sight to his x,y coordinates?
// (taking into account we are definitely aware of this guy now)
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
MakeCorpseVisible( pSoldier, pCorpse );
return;
@@ -1335,7 +1335,7 @@ void MercLooksForCorpses( SOLDIERTYPE *pSoldier )
sGridNo = pCorpse->def.sGridNo;
// and we can trace a line of sight to his x,y coordinates?
// (taking into account we are definitely aware of this guy now)
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT );