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- Bugfix: <PercentReloadTimeAPReduction> and <PercentBurstFireAPReduction> from "Items.xml" was not working (by silversurfer)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6264 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-2
@@ -10730,7 +10730,7 @@ INT16 GetPercentReloadTimeAPReduction( OBJECTTYPE * pObj )
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{
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{
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INT16 bonus = 0;
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INT16 bonus = 0;
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if (pObj->exists() == true) {
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if (pObj->exists() == true) {
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BonusReduceMore( Item[pObj->usItem].percentreloadtimeapreduction, (*pObj)[0]->data.objectStatus );
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bonus = BonusReduceMore( Item[pObj->usItem].percentreloadtimeapreduction, (*pObj)[0]->data.objectStatus );
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bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentreloadtimeapreduction;
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bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentreloadtimeapreduction;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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@@ -10746,7 +10746,7 @@ INT16 GetPercentBurstFireAPReduction( OBJECTTYPE * pObj )
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{
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{
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INT16 bonus = 0;
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INT16 bonus = 0;
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if (pObj->exists() == true) {
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if (pObj->exists() == true) {
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BonusReduceMore( Item[pObj->usItem].percentburstfireapreduction, (*pObj)[0]->data.objectStatus );
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bonus = BonusReduceMore( Item[pObj->usItem].percentburstfireapreduction, (*pObj)[0]->data.objectStatus );
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bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentburstfireapreduction;
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bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentburstfireapreduction;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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