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float GetVisibilityRange(int iRange)
{
//Levis trying to get the dutchman out of reach when submerged
ref PChar = GetMainCharacter();
if(CheckAttribute(PChar, "ship.SubmergeDutchman"))
{
return DIST_NOSHIP;
}
//End edit
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2330
function 'Ship_GetDistance2D' stack error
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2330
function 'Ship_GetDistance2D' stack error
float fTornadoDistance = Ship_GetDistance2D(stf(Tornado.x), stf(Tornado.z), stf(arCharShip.Pos.x), stf(arCharShip.Pos.z));
float Ship_GetBortFireDelta()
{
aref aCharacter = GetEventData();
float x = GetEventData();
float y = GetEventData();
float z = GetEventData();
float fDistance = Ship_GetDistance2D(x, z, stf(aCharacter.Ship.Pos.x), stf(aCharacter.Ship.Pos.z));
float fDist = Ship_GetDistance2D(x, z, sx, sz);
Add the two lines to PROGRAM\SEA_AI\AIShip.c marked with PB below:only thing which is still there: the FD can fire when submerged. If you do that, enemy ships recognize you and will open fire. But I guess that should be quite easy to fix, I think we can just tell the game that cannons can't be loaded when submerged?
// LDH -->
// This is the original Ship_DoFire()
void Ship_DoAimedFire()
{
// KK -->
ref PChar = GetMainCharacter();
if(CheckAttribute(PChar, "ship.SubmergeDutchman")) return; // PB: Cannot fire while submerged
PChar.Ship.Cannons.DoFireRequest = true;
// <-- KK
int bCameraOutside = SeaCameras_isCameraOutside();
SendMessage(&AISea, "lal", AI_MESSAGE_CANNON_FIRE, PChar, bCameraOutside);
PostEvent("DoneFireRequest", 250.0); // KK
}
void Ship_DoFire()
{
// KK -->
ref PChar = GetMainCharacter();
if(CheckAttribute(PChar, "ship.SubmergeDutchman")) return; // PB: Cannot fire while submerged
PChar.Ship.Cannons.DoFireRequest = true;
// <-- KK
int bCameraOutside = SeaCameras_isCameraOutside();
bCameraOutside = true;
SendMessage(&AISea, "lal", AI_MESSAGE_CANNON_FIRE, PChar, bCameraOutside);
PostEvent("DoneFireRequest", 250.0); // KK
}
// LDH <--