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-fixed new ammo types not coming out of enemy guns properly
-minor AI fixes -reduced minimum default status for bonus depreciation from 100 to 85 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@251 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -625,6 +625,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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ubChanceStandardAmmo = 100 - (bWeaponClass * -9); // weapon class is negative!
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usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
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pp->Inv[ i ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ i ].usGunAmmoItem = usAmmoIndex;
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if ( Item[usGunIndex].fingerprintid )
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{
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@@ -893,6 +894,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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usAmmoIndex = RandomMagazine( &pp->Inv[HANDPOS], ubChanceStandardAmmo );
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pp->Inv[ HANDPOS ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ HANDPOS ].usGunAmmoItem = usAmmoIndex;
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}
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//Ammo
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+1
-1
@@ -5863,7 +5863,7 @@ void DumpItemsList( void )
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const INT8 STANDARD_STATUS_CUTOFF = 85;
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// Scale bonus with item status
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INT16 BonusReduce( INT16 bonus, INT8 status, INT8 statusCutoff = 100 )
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INT16 BonusReduce( INT16 bonus, INT8 status, INT8 statusCutoff = STANDARD_STATUS_CUTOFF )
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{
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if ( bonus > 0 && status < statusCutoff && statusCutoff > 0 && statusCutoff <= 100 )
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return ( ( status * 100 ) / statusCutoff * bonus ) / 100;
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