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New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.
For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918 Requires GameDir >= r2099. Does not break savegame compatibility. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -8316,16 +8316,14 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Loop through every character.
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for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: loop = %d, numslots = %d ",uiLoop, guiNumMercSlots));
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pSoldier = MercSlots[uiLoop];
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#ifdef ENABLE_ZOMBIES
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// Flugente: zombies do not receive any suppression at all!
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if ( pSoldier != NULL && pSoldier->IsZombie() )
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continue;
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#endif
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// Has this character received any Suppression Points since the last attack?
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// HEADROCK: Suppression Points accumulate by bullets flying near the character. It includes
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@@ -9949,11 +9947,11 @@ BOOLEAN HostileZombiesPresent( )
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return( FALSE );
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}
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for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
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for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop )
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{
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pSoldier = MercPtrs[ iLoop ];
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie() )
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie( ) )
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{
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return( TRUE );
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}
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