Them’s just bad rules.
The “smart ammo” I’m familiar with changes course to hit its target... and here is how I would houserule it:
Smart Ammo provides a bonus to hit a target (up to +3) that can be distinguished with a sensor system and designated by the interface to a weapons system (usually a smart gun of some sort, on the player scale). It will also provide a separate but stackable bonus to overcome dodging penalties (up to +3). Both of these penalties are reduced based on an opponent’s equipment, as follows:
For Camo 2TL lower, the to-hit bonus is +2, not +3, and +1 for 1TL lower; reduced to 0 for the same TL or higher. Battledress that provides a dodge bonus will lower the bonus to overcome dodge penalties the same way at those TLs.
Note that the target’s equipment must provide a technological enhancement for this bonus-lowered-by-TL to take effect; unless that shirt makes him partly invisible, providing him with some cover, it’s not going to change anything. Neither would a shirt make him dodge better, leaving that part of the bonus fully intact. A suit of Battledress that is built to be extra dodge-y with no camo won’t have any effect on the to-hit bonus, either. It would take a Battledress with equal TL camo and equal TL dodging ability to eliminate both benefits of the Smart Ammo... which, realistically, Battledress of that TL would have anyway, so long as it wasn’t bought by a player on a shoestring.