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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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@@ -1725,14 +1725,12 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_SEEK_NOISE );
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else if (pSoldier->aiData.bAction == AI_ACTION_RUN_AWAY )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_RUN_AWAY );
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#ifdef ENABLE_ZOMBIES
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if ( Random( 5 ) == 0 )
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{
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if ( pSoldier->IsZombie() ) // Madd: Zombies randomly moan...
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pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_LAUGH1 ) );
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if ( !Random( 5 ) && pSoldier->IsZombie( ) )
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{
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// Madd: Zombies randomly moan...
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pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_LAUGH1 ) );
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}
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#endif
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}
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}
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case AI_ACTION_APPROACH_MERC: // walk up to someone to talk
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@@ -700,11 +700,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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STR16 tempstr;
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#endif
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#ifdef ENABLE_ZOMBIES
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// Flugente: to prevent an accidental call
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if ( pSoldier->IsZombie() )
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return( ZombieDecideActionGreen(pSoldier) );
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#endif
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen, orders = %d",pSoldier->aiData.bOrders));
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@@ -1543,11 +1541,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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STR16 tempstr;
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#endif
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#ifdef ENABLE_ZOMBIES
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// Flugente: to prevent an accidental call
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if ( pSoldier->IsZombie() )
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return( ZombieDecideActionYellow(pSoldier) );
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#endif
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if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
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{
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@@ -2422,11 +2418,9 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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(pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) ||
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(pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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#ifdef ENABLE_ZOMBIES
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// Flugente: to prevent an accidental call
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if ( pSoldier->IsZombie() )
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return( ZombieDecideActionRed(pSoldier, ubUnconsciousOK) );
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#endif
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// WANNE: Headrock informed me that I should remove that because it needs a lot of CPU!
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// HEADROCK HAM B2.7: Calculate the overall tactical situation
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@@ -4353,11 +4347,9 @@ INT16 ubMinAPCost;
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#endif
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionBlack: soldier = %d, orders = %d, attitude = %d",pSoldier->ubID,pSoldier->aiData.bOrders,pSoldier->aiData.bAttitude));
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#ifdef ENABLE_ZOMBIES
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// Flugente: to prevent an accidental call
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if ( pSoldier->IsZombie() )
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return( ZombieDecideActionBlack(pSoldier) );
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#endif
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ATTACKTYPE BestShot, BestThrow, BestStab ,BestAttack;//dnl ch69 150913
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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