From ef24311ac6e9dd3cdf7cceba1d3cbd504903d9d9 Mon Sep 17 00:00:00 2001 From: Wanne Date: Thu, 3 Jun 2010 22:11:49 +0000 Subject: [PATCH] - Fixed a bug with grenade and item throwing range that was introduced in revision 3488 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3522 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- TileEngine/physics.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/TileEngine/physics.cpp b/TileEngine/physics.cpp index 58908e02..ba464ee1 100644 --- a/TileEngine/physics.cpp +++ b/TileEngine/physics.cpp @@ -2137,10 +2137,14 @@ FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees ) INT32 sSrcGridNo, sDestGridNo; INT32 sFinalGridNo; + // WANNE: This does not work, so I reverted back! // OK, use a fake gridno, find the new gridno based on range, use height of merc, end height of ground, // 45 degrees - sSrcGridNo = WORLD_COLS/2+WORLD_COLS*WORLD_ROWS/6; - sDestGridNo = sSrcGridNo + ( sRange * WORLD_COLS ); + //sSrcGridNo = WORLD_COLS/2+WORLD_COLS*WORLD_ROWS/6; + //sDestGridNo = sSrcGridNo + ( sRange * WORLD_COLS ); + + sSrcGridNo = 4408; + sDestGridNo = 4408 + ( sRange * WORLD_COLS ); // Use a grenade objecttype CreateItem( HAND_GRENADE, 100, &gTempObject );