For consistency, auto_weapons should apply to populator-awarded equipment

This commit is contained in:
cim 2013-08-15 21:59:51 +01:00
parent 894d3d683b
commit c190ceea44

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