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-updated game version
-suppressed soldier action data messages in cheat mode -enabled enemy / militia ammo choosing to be limited by coolness git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1853 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -659,7 +659,11 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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{
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usGunIndex = pp->Inv[ i ].usItem;
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ubChanceStandardAmmo = 100 - (bWeaponClass * -9); // weapon class is negative!
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usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
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usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo, max(Item[usGunIndex].ubCoolness, HighestPlayerProgressPercentage() / 10 + 3));
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if ( usAmmoIndex <= 0 )
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usAmmoIndex = DefaultMagazine(usGunIndex);
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pp->Inv[ i ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ i ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
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@@ -928,7 +932,11 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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// break;
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//}
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usAmmoIndex = RandomMagazine( &pp->Inv[HANDPOS], ubChanceStandardAmmo );
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usAmmoIndex = RandomMagazine( &pp->Inv[HANDPOS], ubChanceStandardAmmo, max(Item[usGunIndex].ubCoolness, HighestPlayerProgressPercentage() / 10 + 3 ));
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if ( usAmmoIndex <= 0 )
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usAmmoIndex = DefaultMagazine(usGunIndex);
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pp->Inv[ HANDPOS ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ HANDPOS ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
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}
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