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Wirecutters no longer give a bonus to disarm, as there is a separate tag for this.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7851 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7048,27 +7048,15 @@ INT32 CheckBombDisarmChance(void)
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// owner - 2 gives the ID of the character who planted it
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if ( gTempObject[0]->data.misc.ubBombOwner > 1 && ( (INT32)gTempObject[0]->data.misc.ubBombOwner - 2 >= gTacticalStatus.Team[ OUR_TEAM ].bFirstID && gTempObject[0]->data.misc.ubBombOwner - 2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ) )
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{
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// Flugente: get a tripwire-related bonus if we have a wire cutter in our hands
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INT8 wirecutterbonus = 0;
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if ( ( (&gpBoobyTrapSoldier->inv[HANDPOS])->exists() && Item[ gpBoobyTrapSoldier->inv[HANDPOS].usItem ].wirecutters == 1 ) || ( (&gpBoobyTrapSoldier->inv[SECONDHANDPOS])->exists() && Item[ gpBoobyTrapSoldier->inv[SECONDHANDPOS].usItem ].wirecutters == 1 ) )
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{
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// + 10 if item gets activated by tripwire
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if ( Item[gTempObject.usItem].tripwireactivation == 1 )
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wirecutterbonus += 10;
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// + 10 if item is tripwire
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if ( Item[gTempObject.usItem].tripwire == 1 )
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wirecutterbonus += 10;
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}
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if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID )
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{
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// my own boobytrap!
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return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 40 + wirecutterbonus );
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return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 40 );
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}
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else
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{
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// our team's boobytrap!
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return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 20 + wirecutterbonus );
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return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 20 );
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}
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}
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