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If the number of prisoners in a prison exceeds that prison's <usPrisonBaseLimit> (from Map\FacilityTypes.xml), interrogation performance is lowered by up to 33%.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8122 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2973,6 +2973,15 @@ UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
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if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
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{
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{
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performancemodifier = gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPerformance;
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performancemodifier = gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPerformance;
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// an overcrowded prison can lower our performance. This is to offer an incentive to use huge prisons
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if ( *pusMaxPts > gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit )
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{
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FLOAT penalty = (FLOAT)((*pusMaxPts - gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit)) / (FLOAT)(gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit);
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performancemodifier *= max( 0.67f, 1.0f - penalty );
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}
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break;
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break;
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}
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}
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}
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}
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