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
+1 -1
View File
@@ -3322,7 +3322,7 @@ void SetSoldierGridNo( SOLDIERTYPE *pSoldier, INT16 sNewGridNo, BOOLEAN fForceRe
// if we SEE this particular oppponent, and he DOESN'T see us... and he COULD see us...
if ( (pSoldier->bOppList[ cnt ] == SEEN_CURRENTLY) &&
pEnemy->bOppList[ pSoldier->ubID ] != SEEN_CURRENTLY &&
PythSpacesAway( pSoldier->sGridNo, pEnemy->sGridNo ) < DistanceVisible( pEnemy, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, pSoldier->sGridNo, pSoldier->bLevel ) )
PythSpacesAway( pSoldier->sGridNo, pEnemy->sGridNo ) < pEnemy->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->bLevel ) )
{
// AGILITY (5): Soldier snuck 1 square past unaware enemy
StatChange( pSoldier, AGILAMT, 5, FALSE );