if (!_user.isHiddenToPlayer() && !_targetEntity.isHiddenToPlayer())
{
local rolled = r;
this.Tactical.EventLog.log_newline();
if (astray)
{
if (this.isUsingHitchance())
{
if (isHit)
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " utilise " + this.getName() + " et le tir s\'envole et touche " + this.Const.UI.getColorizedEntityName(_targetEntity) + " (Chance: " + this.Math.min(95, this.Math.max(5, toHit)) + ", Jet de Dés: " + rolled + ")");
}
else
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " utilise " + this.getName() + " et le tir s\'envole et manque " + this.Const.UI.getColorizedEntityName(_targetEntity) + " (Chance: " + this.Math.min(95, this.Math.max(5, toHit)) + ", Jet de Dés: " + rolled + ")");
}
}
else
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " uses " + this.getName() + " and the shot goes astray and hits " + this.Const.UI.getColorizedEntityName(_targetEntity));
}
{
local rolled = r;
this.Tactical.EventLog.log_newline();
if (astray)
{
if (this.isUsingHitchance())
{
if (isHit)
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " utilise " + this.getName() + " et le tir s\'envole et touche " + this.Const.UI.getColorizedEntityName(_targetEntity) + " (Chance: " + this.Math.min(95, this.Math.max(5, toHit)) + ", Jet de Dés: " + rolled + ")");
}
else
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " utilise " + this.getName() + " et le tir s\'envole et manque " + this.Const.UI.getColorizedEntityName(_targetEntity) + " (Chance: " + this.Math.min(95, this.Math.max(5, toHit)) + ", Jet de Dés: " + rolled + ")");
}
}
else
{
this.Tactical.EventLog.logEx(this.Const.UI.getColorizedEntityName(_user) + " uses " + this.getName() + " and the shot goes astray and hits " + this.Const.UI.getColorizedEntityName(_targetEntity));
}