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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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@@ -34,7 +34,6 @@
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#include "Dialogue Control.h"
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#endif
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extern BOOLEAN InternalIsValidStance( SOLDIERTYPE *pSoldier, INT8 bDirection, INT8 bNewStance );
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extern BOOLEAN gfHiddenInterrupt;
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extern BOOLEAN gfUseAlternateQueenPosition;
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@@ -3161,7 +3160,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// if soldier is not already facing in that direction,
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// and the opponent is close enough that he could possibly be seen
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// note, have to change this to use the level returned from ClosestKnownOpponent
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sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sClosestOpponent, 0 );
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sDistVisible = pSoldier->GetMaxDistanceVisible(sClosestOpponent, 0, CALC_FROM_ALL_DIRS );
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if ((pSoldier->bDirection != ubOpponentDir) && (PythSpacesAway(pSoldier->sGridNo,sClosestOpponent) <= sDistVisible))
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{
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