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- Bugfix: Added minimum zero condition for weapon deteriorate test as random generator is unsigned variable (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4804 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1708,9 +1708,9 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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OBJECTTYPE* pA= &(*iter);
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OBJECTTYPE* pA= &(*iter);
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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{
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{
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INT16 ammoReliability = Item[(*pInHand)[0]->data.gun.usGunAmmoItem].bReliability;
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INT8 bAmmoReliability = Item[(*pInHand)[0]->data.gun.usGunAmmoItem].bReliability;
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INT16 uiDepreciateTest = BASIC_DEPRECIATE_CHANCE + 3 *
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uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 *
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(Item[ iter->usItem ].bReliability + ammoReliability);
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(Item[ iter->usItem ].bReliability + bAmmoReliability), 0);
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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(*pA)[0]->data.objectStatus--;
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(*pA)[0]->data.objectStatus--;
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
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@@ -2084,7 +2084,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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// ammoReliability = Item[(*pGun)[0]->data.gun.usGunAmmoItem].bReliability;
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// ammoReliability = Item[(*pGun)[0]->data.gun.usGunAmmoItem].bReliability;
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//}
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//}
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uiDepreciateTest = BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
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uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) ), 0);
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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{
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{
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@@ -2259,9 +2259,9 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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OBJECTTYPE* pA= &(*iter);
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OBJECTTYPE* pA= &(*iter);
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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{
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{
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INT16 ammoReliability = Item[(*pInHand)[0]->data.gun.usGunAmmoItem].bReliability;
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INT8 bAmmoReliability = Item[(*pInHand)[0]->data.gun.usGunAmmoItem].bReliability;
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INT16 uiDepreciateTest = BASIC_DEPRECIATE_CHANCE + 3 *
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uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 *
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(Item[ iter->usItem ].bReliability + ammoReliability);
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(Item[ iter->usItem ].bReliability + bAmmoReliability), 0);
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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(*pA)[0]->data.objectStatus--;
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(*pA)[0]->data.objectStatus--;
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"rel =%d ",Item[ iter->usItem ].bReliability );
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@@ -2637,7 +2637,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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}
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}
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*/
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*/
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uiDepreciateTest = BASIC_DEPRECIATE_CHANCE + 3 * ( GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ]) ) );
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uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * ( GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ]) ) ), 0);
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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if ( !PreRandom( uiDepreciateTest ) && ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.objectStatus > 1) )
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{
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{
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