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- The facility performance tag now determines the effectiveness of the interrogation assignment (100 = standard).
- Canteens can now be refilled even if the food system is off - If you set a handcuff's item to class from MISC (<usItemClass>268435456</usItemClass>)to KIT (<usItemClass>8192</usItemClass>), it will be treated as a stack of binders. Repeated use on enemies consumes the item. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -15328,9 +15328,9 @@ UINT32 SOLDIERTYPE::GetSurrenderStrength()
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// adjust for type of soldier
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if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE || this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
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value *= 1.5;
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value *= 1.5f;
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
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value *= 0.75;
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value *= 0.75f;
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return value;
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}
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@@ -16324,8 +16324,16 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
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// move handcuffs to his hands
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if ( HasItemFlag( (&(this->inv[HANDPOS]))->usItem, HANDCUFFS ) )
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{
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AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
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DeleteObj( &(this->inv[HANDPOS]) );
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// stack handcuffs (like a stack of binders) simply gets used up a bit
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if ( Item[(&(this->inv[HANDPOS]))->usItem].usItemClass == IC_KIT )
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{
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UseKitPoints( &(this->inv[HANDPOS]), 10, pSoldier );
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}
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else
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{
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AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
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DeleteObj( &(this->inv[HANDPOS]) );
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}
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}
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// CHANGE DIRECTION AND GOTO ANIMATION NOW
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