diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index 37719429..5ed2d197 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -276,7 +276,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8 case SOLDIER_CLASS_ADMINISTRATOR: case SOLDIER_CLASS_GREEN_MILITIA: if ( gGameExternalOptions.fSlowProgressForEnemyItemsChoice ) - bRating = bEquipmentModifier; + bRating = bEquipmentModifier - ( bSoldierClass == SOLDIER_CLASS_GREEN_MILITIA ); else bRating = BAD_ADMINISTRATOR_EQUIPMENT_RATING + bEquipmentModifier; bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) ); @@ -321,7 +321,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8 case SOLDIER_CLASS_REG_MILITIA: //army guys tend to have a broad range of equipment if ( gGameExternalOptions.fSlowProgressForEnemyItemsChoice ) - bRating = bEquipmentModifier; + bRating = bEquipmentModifier - ( bSoldierClass == SOLDIER_CLASS_REG_MILITIA ); else bRating = BAD_ARMY_EQUIPMENT_RATING + bEquipmentModifier; bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) ); @@ -433,7 +433,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8 case SOLDIER_CLASS_ELITE: case SOLDIER_CLASS_ELITE_MILITIA: if ( gGameExternalOptions.fSlowProgressForEnemyItemsChoice ) - bRating = bEquipmentModifier; + bRating = bEquipmentModifier - ( bSoldierClass == SOLDIER_CLASS_ELITE_MILITIA ); else bRating = BAD_ELITE_EQUIPMENT_RATING + bEquipmentModifier; bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) );