diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp index 7ed1776e..ce13f0e0 100644 --- a/Tactical/Handle Items.cpp +++ b/Tactical/Handle Items.cpp @@ -7048,27 +7048,15 @@ INT32 CheckBombDisarmChance(void) // owner - 2 gives the ID of the character who planted it 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 ) ) { - // Flugente: get a tripwire-related bonus if we have a wire cutter in our hands - INT8 wirecutterbonus = 0; - if ( ( (&gpBoobyTrapSoldier->inv[HANDPOS])->exists() && Item[ gpBoobyTrapSoldier->inv[HANDPOS].usItem ].wirecutters == 1 ) || ( (&gpBoobyTrapSoldier->inv[SECONDHANDPOS])->exists() && Item[ gpBoobyTrapSoldier->inv[SECONDHANDPOS].usItem ].wirecutters == 1 ) ) - { - // + 10 if item gets activated by tripwire - if ( Item[gTempObject.usItem].tripwireactivation == 1 ) - wirecutterbonus += 10; - // + 10 if item is tripwire - if ( Item[gTempObject.usItem].tripwire == 1 ) - wirecutterbonus += 10; - } - if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID ) { // my own boobytrap! - return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 40 + wirecutterbonus ); + return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 40 ); } else { // our team's boobytrap! - return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 20 + wirecutterbonus ); + return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 20 ); } }