For consistency, auto_weapons should apply to populator-awarded equipment
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@ -1261,7 +1261,10 @@ this._addSmuggler = function(pos)
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t[0].destinationSystem = system.ID;
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t[0].destinationSystem = system.ID;
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}
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}
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t[0].setCargoType("ILLEGAL_GOODS");
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t[0].setCargoType("ILLEGAL_GOODS");
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t[0].awardEquipment("EQ_FUEL_INJECTION"); // smugglers always have injectors
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if (t[0].autoWeapons)
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{
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t[0].awardEquipment("EQ_FUEL_INJECTION"); // smugglers always have injectors
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}
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this._setWeapons(t[0],1.2); // rarely good weapons
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this._setWeapons(t[0],1.2); // rarely good weapons
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this._setEscortWeapons(t[0]);
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this._setEscortWeapons(t[0]);
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}
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}
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@ -1457,8 +1460,11 @@ this._addPiratePack = function(pos,leader,lf,mf,hf,thug,home,destination,returni
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{
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{
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this._addPirateAssistant("pirate-interceptor",lead[0],pos);
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this._addPirateAssistant("pirate-interceptor",lead[0],pos);
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}
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}
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lead[0].awardEquipment("EQ_SHIELD_BOOSTER");
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if (t[0].autoWeapons)
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lead[0].awardEquipment("EQ_ECM");
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{
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lead[0].awardEquipment("EQ_SHIELD_BOOSTER");
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lead[0].awardEquipment("EQ_ECM");
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}
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this._setWeapons(lead[0],2.8); // usually give aft laser
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this._setWeapons(lead[0],2.8); // usually give aft laser
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// next line is temporary for debugging!
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// next line is temporary for debugging!
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lead[0].displayName = lead[0].name + " - FLAGSHIP";
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lead[0].displayName = lead[0].name + " - FLAGSHIP";
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