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Fix: in OCTH, damage modifiers for guns are only displayed correctly if the gun fits into a small pocket
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8561 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-10
@@ -11018,11 +11018,9 @@ UINT8 GetDamage ( OBJECTTYPE *pObj )
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// modify by ini values
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if ( Item[pObj->usItem].usItemClass == IC_GUN )
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ubDamage *= gItemSettings.fDamageModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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// HEADROCK HAM 4: I've decided to remove this condition. It makes no friggin sense.
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//if (FitsInSmallPocket(pObj) == true)
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//{
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ubDamage += GetDamageBonus(pObj);
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//}
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ubDamage += GetDamageBonus( pObj );
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ubDamage = (UINT8)GetModifiedGunDamage( ubDamage );
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}
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else
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@@ -11032,11 +11030,7 @@ UINT8 GetDamage ( OBJECTTYPE *pObj )
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if ( Item[pObj->usItem].usItemClass == IC_GUN )
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ubDamage *= gItemSettings.fDamageModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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// WTF? Why do only small weapons get their damage bonus?!
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if (FitsInSmallPocket(pObj) == true)
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{
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ubDamage += GetDamageBonus(pObj);
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}
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ubDamage += GetDamageBonus( pObj );
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}
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return min(255, (UINT8)ubDamage );
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}
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