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simplify SOLDIERTYPE::GetDiseaseContactProtection( )
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@@ -19938,22 +19938,19 @@ FLOAT SOLDIERTYPE::GetDiseaseContactProtection( )
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// if we wear special equipment, lower our chances of being infected
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// if we wear special equipment, lower our chances of being infected
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FLOAT bestfacegear = 0.0f;
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FLOAT bestfacegear = 0.0f;
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FLOAT bestprotectivegear = 0.0f;
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FLOAT bestprotectivegear = 0.0f;
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INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly
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for ( const auto &item : inv.get() )
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop )
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{
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{
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if ( inv[bLoop].exists( ) )
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if ( item.exists( ) )
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{
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{
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OBJECTTYPE* pObj = &(inv[bLoop]);
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if ( item[0]->data.objectStatus >= USABLE )
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if ( pObj && (*pObj)[0]->data.objectStatus >= USABLE )
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{
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{
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if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_1 ) )
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if ( HasItemFlag( item.usItem, DISEASEPROTECTION_1 ) )
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{
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{
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bestfacegear = max( bestfacegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
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bestfacegear = max( bestfacegear, (FLOAT)(item[0]->data.objectStatus / 100) );
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}
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}
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if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_2 ) )
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if ( HasItemFlag( item.usItem, DISEASEPROTECTION_2 ) )
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{
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{
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bestprotectivegear = max( bestprotectivegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) );
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bestprotectivegear = max( bestprotectivegear, (FLOAT)(item[0]->data.objectStatus / 100) );
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}
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}
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}
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}
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}
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}
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