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visionrange calculation was performed twice when once was enough
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6493 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2642,8 +2642,10 @@ BOOLEAN SOLDIERTYPE::CreateSoldierLight( void )
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// DO ONLY IF WE'RE AT A GOOD LEVEL
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// DO ONLY IF WE'RE AT A GOOD LEVEL
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if ( this->iLight == -1 )
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if ( this->iLight == -1 )
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{
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{
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INT16 visionrangebonus = GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT );
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// ATE: Check for goggles in headpos....
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// ATE: Check for goggles in headpos....
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if ( GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT ) >= UVGOGGLES_BONUS )
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if ( visionrangebonus >= UVGOGGLES_BONUS )
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{
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{
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if( ( this->iLight=LightSpriteCreate("Light4", 0 ) )==(-1))
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if( ( this->iLight=LightSpriteCreate("Light4", 0 ) )==(-1))
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{
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{
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@@ -2655,7 +2657,7 @@ BOOLEAN SOLDIERTYPE::CreateSoldierLight( void )
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LightSprites[ this->iLight ].uiFlags |= MERC_LIGHT;
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LightSprites[ this->iLight ].uiFlags |= MERC_LIGHT;
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}
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}
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}
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}
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else if ( GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT ) >= NIGHTSIGHTGOGGLES_BONUS )
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else if ( visionrangebonus >= NIGHTSIGHTGOGGLES_BONUS )
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{
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{
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if( ( this->iLight=LightSpriteCreate("Light3", 0 ) )==(-1))
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if( ( this->iLight=LightSpriteCreate("Light3", 0 ) )==(-1))
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{
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{
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