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@@ -197,7 +197,7 @@ discard block |
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| 197 | 197 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
| 198 | 198 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
| 199 | 199 | } |
| 200 | - $damage =& $this->getModifiedDamage(); |
|
| 200 | + $damage = & $this->getModifiedDamage(); |
|
| 201 | 201 | return $damage; |
| 202 | 202 | } |
| 203 | 203 | |
@@ -206,7 +206,7 @@ discard block |
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| 206 | 206 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
| 207 | 207 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
| 208 | 208 | } |
| 209 | - $damage =& $this->getModifiedDamage(); |
|
| 209 | + $damage = & $this->getModifiedDamage(); |
|
| 210 | 210 | return $damage; |
| 211 | 211 | } |
| 212 | 212 | |
@@ -215,7 +215,7 @@ discard block |
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| 215 | 215 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
| 216 | 216 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
| 217 | 217 | } |
| 218 | - $damage =& $this->getModifiedDamage(); |
|
| 218 | + $damage = & $this->getModifiedDamage(); |
|
| 219 | 219 | |
| 220 | 220 | $planetMod = self::PLANET_DAMAGE_MOD; |
| 221 | 221 | $damage['MaxDamage'] = ICeil($damage['MaxDamage'] * $planetMod); |
@@ -235,7 +235,7 @@ discard block |
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| 235 | 235 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
| 236 | 236 | return $return; |
| 237 | 237 | } |
| 238 | - $damage =& $this->getModifiedDamage(); |
|
| 238 | + $damage = & $this->getModifiedDamage(); |
|
| 239 | 239 | return $damage; |
| 240 | 240 | } |
| 241 | 241 | |