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Merged from revision: 7138
Bugfixes (by anv) - autofeeding bug, - drop items on dismiss optimization, - effectiveness of suppression was increased/decreased with every influenced soldier if set to other than default 100, - item status changed to INT16 on item create - item status is also used to specify amount of money (*50), if NPC had a lot of money in his starting gear, its amount would be incorrect. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7139 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -8207,6 +8207,10 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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sFinalSuppressionEffectiveness += (10 + (ubGunVolume - 85));
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}
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}
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// remember effectiveness at this point before modyfing it depending on target's team
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INT16 sFinalShooterDependentEffectiveness = sFinalSuppressionEffectiveness;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Loop through every character.
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@@ -8243,9 +8247,9 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// Flugente: added ini options for suppression effectiveness for player team and everybody else
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if ( pSoldier->bTeam == gbPlayerNum )
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sFinalSuppressionEffectiveness = sFinalSuppressionEffectiveness * gGameExternalOptions.usSuppressionEffectivenessPlayer / 100;
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sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessPlayer / 100;
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else
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sFinalSuppressionEffectiveness = sFinalSuppressionEffectiveness * gGameExternalOptions.usSuppressionEffectivenessAI / 100;
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sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessAI / 100;
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// INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs.
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// To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
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