diff --git a/GameVersion.cpp b/GameVersion.cpp index 11009d5c..be3ad4a5 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" }; #else //RELEASE BUILD VERSION - INT16 zVersionLabel[256] = { L"Release v1.13.401" }; + INT16 zVersionLabel[256] = { L"Release v1.13.402" }; #endif diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 5a4a77e0..49df3a2f 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -5750,10 +5750,10 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP bPointsToUse = __min( bPointsToUse, usTotalKitPoints ); //figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way - int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / itemCamo ); - int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / itemCamo ); - int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / itemCamo ); - int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / itemCamo ); + int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse * 2 / 100 ); + int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse * 2 / 100 ); + int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse * 2 / 100 ); + int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse * 2 / 100 ); pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle ); pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban );