From effc2d0d583ebf5d70b800ad32dfcd4bce8d2f80 Mon Sep 17 00:00:00 2001 From: silversurfer Date: Tue, 26 May 2015 11:15:11 +0000 Subject: [PATCH] Fix: MAX_CTH_PENALTY_FOR_MOVING_TARGET wasn't read correctly from Ja2_Options.ini and also not used in the code. Now it's used like intended for OCTH. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7878 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- GameSettings.cpp | 2 +- Tactical/Weapons.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/GameSettings.cpp b/GameSettings.cpp index 63524c68..580aca2b 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -1326,7 +1326,7 @@ void LoadGameExternalOptions() gGameExternalOptions.iMovementEffectOnAiming = (float)iniReader.ReadDouble("Tactical Gameplay Settings","CTH_PENALTY_FOR_TARGET_MOVEMENT", 1.5, 0.0, 255.0); // HEADROCK HAM 3.3: Externalized maximum possible penalty for hitting a moving target. JA2 Default = 30. - gGameExternalOptions.usMaxCTHPenaltyForMovingTarget = iniReader.ReadInteger("Tactical Gameplay Settings","MAX_CTH_PENALTY_FOR_TARGET_MOVEMENT", 30, 0, 300); + gGameExternalOptions.usMaxCTHPenaltyForMovingTarget = iniReader.ReadInteger("Tactical Gameplay Settings","MAX_CTH_PENALTY_FOR_MOVING_TARGET", 30, 0, 300); // HEADROCK HAM 3.2: Critical Headshots may cause blindness. Rolls 1 to X change of being blinded. 0 = disabled. gGameExternalOptions.ubChanceBlindedByHeadshot = iniReader.ReadInteger("Tactical Gameplay Settings","CHANCE_BLINDED_BY_HEADSHOT", 0, 0, 100); diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 33c57bf2..fb0ffbe7 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -7199,7 +7199,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, { // penalty for amount that enemy has moved // HEADROCK HAM B2.6: Externalized the value - iPenalty = __min( (UINT16)((float)pTarget->bTilesMoved * (float)gGameExternalOptions.iMovementEffectOnAiming), 30 ); + iPenalty = __min( (UINT16)((float)pTarget->bTilesMoved * (float)gGameExternalOptions.iMovementEffectOnAiming), gGameExternalOptions.usMaxCTHPenaltyForMovingTarget ); /////////////////////////////////////////////////////////////////////////////////// // SANDRO - fearless characters do not even take their head down no matter what if ( gGameOptions.fNewTraitSystem && pTarget->ubProfile != NO_PROFILE )