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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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@@ -2958,14 +2958,14 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo,
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// TO LOS check to killed
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// Can we see location of killer?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, pKillerSoldier->sGridNo, pKillerSoldier->bLevel, (UINT8)3, TRUE ) == 0 )
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, pKillerSoldier->sGridNo, pKillerSoldier->bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
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{
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continue;
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}
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// Can we see location of killed?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, (UINT8)3, TRUE ) == 0 )
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
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{
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continue;
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}
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@@ -3023,7 +3023,7 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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gfLastMercTalkedAboutKillingID = pKilledSoldier->ubID;
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// Can we see location?
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fCanWeSeeLocation = ( SoldierTo3DLocationLineOfSightTest( pKillerSoldier, sGridNo, bLevel, (UINT8)3, TRUE ) != 0 );
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fCanWeSeeLocation = ( SoldierTo3DLocationLineOfSightTest( pKillerSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) != 0 );
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// Are we killing mike?
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@@ -3084,7 +3084,7 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
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{
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// Can we see location?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE ) )
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubNumMercs++;
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