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Fix: militia equipment item fitness function still considered ammo even if MILITIA_USE_SECTOR_EQUIPMENT_AMMO was false, thus possibly ignored guns that had no ammo loaded
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6030 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4027,7 +4027,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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UINT16 numcrates = 0;
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BOOLEAN fNewMagCreated = FALSE;
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OBJECTTYPE newAmmoObj;
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BOOLEAN fSearchForAmmo = TRUE;
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BOOLEAN fSearchForAmmo = TRUE;
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UINT16 usLauncherItem = 0;
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UINT8 usLauncherAmmoLeftToTake = 0;
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UINT16 usSelectedGunBulletsNeeded = 0; // how many bullets do we want for our gun
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@@ -4367,17 +4367,20 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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Calibre_BulletCountMap::iterator calibremap_it = calibrebulletountmap.find( calibre );
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if ( calibremap_it != calibrebulletountmap.end() )
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if ( fSearchForAmmo )
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{
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UINT32 bullets = GetTotalCalibreAmmo( &((*calibremap_it).second) );
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// only evaluate of ammo is found!
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if ( calibremap_it != calibrebulletountmap.end() )
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{
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UINT32 bullets = GetTotalCalibreAmmo( &((*calibremap_it).second) );
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EvaluateObjForItem_WithAmmo( pWorldItem, pObj, uiCount, &si[SI_GUN], bullets );
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EvaluateObjForItem_WithAmmo( pWorldItem, pObj, uiCount, &si[SI_GUN], bullets );
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}
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}
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else
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{
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EvaluateObjForItem( pWorldItem, pObj, uiCount, &si[SI_GUN] );
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}
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// no ammo found... a gun without bullets is useless, ignore this thing
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//else
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//{
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//EvaluateObjForItem_WithAmmo( pWorldItem, pObj, uiCount, &si[SI_GUN], 0 );
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//}
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}
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else if ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & (IC_GRENADE|IC_BOMB) && !si[SI_LAUNCHER].done )
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{
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