diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 47b5526b..291dc0cd 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -3715,7 +3715,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, } // If in burst mode, deduct points for change to hit for each shot after the first - if ( pSoldier->bDoBurst ) + if ( pSoldier->bDoBurst > 0 && pSoldier->bDoAutofire == 0 ) { // Snap: bipod may reduce burst penalty iPenalty = GetBurstPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) @@ -3732,7 +3732,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, { // Snap: bipod may reduce auto penalty iPenalty = GetAutoPenalty(pInHand, gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE) - * (pSoldier->bDoAutofire - 1); + * (pSoldier->bDoBurst - 1); // halve the penalty for people with the autofire trait if ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPS ) )