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Fixed augs having 100% proc rate
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@ -4093,20 +4093,24 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
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float APC = ProcChance * (100.0f + // Proc chance for this aug
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float APC = ProcChance * (100.0f + // Proc chance for this aug
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static_cast<float>(aug->ProcRate)) / 100.0f;
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static_cast<float>(aug->ProcRate)) / 100.0f;
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if (MakeRandomFloat(0, 1) <= APC) {
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if (MakeRandomFloat(0, 1) <= APC) {
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if (aug->Proc.Level > ourlevel) {
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if (IsPet()) {
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if (IsPet()) {
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Mob *own = GetOwner();
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Mob *own = GetOwner();
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if (own)
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if (own)
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own->Message_StringID(13, PROC_PETTOOLOW);
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own->Message_StringID(13, PROC_PETTOOLOW);
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} else {
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}
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else {
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Message_StringID(13, PROC_TOOLOW);
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Message_StringID(13, PROC_TOOLOW);
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}
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}
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} else {
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}
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else {
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ExecWeaponProc(aug_i, aug->Proc.Effect, on);
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ExecWeaponProc(aug_i, aug->Proc.Effect, on);
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break;
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break;
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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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}
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}
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}
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// TODO: Powersource procs
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// TODO: Powersource procs
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if (HasSkillProcs())
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if (HasSkillProcs())
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TrySkillProc(on, skillinuse, ProcChance);
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TrySkillProc(on, skillinuse, ProcChance);
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