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Changed camo display - now only the highest value is displayed in the camo box instead of a sum of all different types of camo. This also fixes the problem that a laser could drown our camo value because of different types of penalties.
Also camo can no longer take a negative value. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7789 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-4
@@ -12511,7 +12511,7 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
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ttl += GetCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
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return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
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}
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INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
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{
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@@ -12560,7 +12560,7 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
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ttl += GetUrbanCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
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return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
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}
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INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
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{
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@@ -12608,7 +12608,7 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetDesertCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
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return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
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}
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INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
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{
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@@ -12656,7 +12656,7 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetSnowCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
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return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
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}
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void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
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