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Re: New Stealth Mechanics[message #339995 is a reply to message #339994] Tue, 10 March 2015 16:49 Go to previous messageGo to previous message
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Messages:2656
Registered:December 2012
Location: Russian Federation
silversurfer wrote on Tue, 10 March 2015 19:43
Stealth is not night camo. There is no "night camo". Stealth a general reduction in possibility of being spotted or heard. That's why it takes precedence over any camo type.


Stealth from equipment works the same way as camo bonus for calculating cover (sight reduction), but only in low light.
So it's exactly a night camo.

	// general stuff (independant of soldier)
	iSightAdjustment += GetSightAdjustmentThroughStance( bStance );

	// context sensitive (needs soldier)
	iSightAdjustment += GetSightAdjustmentBasedOnLBE( pSoldier );

	// context sensitive stuff with 2nd parameter (needs soldier for attributes but can be given a second parameter)
	iSightAdjustment += GetSightAdjustmentThroughMovement( pSoldier, pSoldier->bTilesMoved, ubLightLevel );
	iSightAdjustment += GetSightAdjustmentStealthAtLightLevel( pSoldier, ubLightLevel );

	if(gGameExternalOptions.fAdditionalTileProperties)
	{
		iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, zGivenTileProperties );
	}
	else
	{
		iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, ubTerrainType );
	}

[Updated on: Tue, 10 March 2015 16:53]




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