- new modifiers "MISS_MAX_RADIUS_x" for grenades and mortar to set a max radius where they will land. Chance to hit something with explosives is now based more on skill than on luck.

- fixed infinite loop in function "RandomGridFromRadius" when min and max radius were 1
- fixed incorrect exit condition in function "RandomGridFromRadius" when min radius was 0
- fixed incorrect CtH calculation for mortar

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8598 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2018-08-22 17:54:24 +00:00
parent 6058911c34
commit fed9ca298c
7 changed files with 44 additions and 87 deletions
+1 -1
View File
@@ -167,7 +167,7 @@ FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubHe
BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT32 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI );
void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData );
void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, UINT32 uiHitChance, UINT8 ubActionCode, UINT32 uiActionData, UINT16 usItemNum = 0 );