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- Fix: the food system doesn't aply to EPCs anymore, thus wont die from lack of food/water
- Fix: MERCS_CAN_DO_ADVANCED_REPAIRS did not work as intended git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5950 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-16
@@ -3905,33 +3905,30 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
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for ( ubLoop = 0; ubLoop < ubItemsInPocket; ubLoop++ )
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{
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// Flugente: if using the new advanced repair system, we can only repair up to the repair threshold
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INT16 threshold = 100;
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if ( gGameExternalOptions.fAdvRepairSystem && (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) )
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{
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if ( !gGameExternalOptions.fMercsCanDoAdvancedRepairs || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
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{
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threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
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}
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}
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// if it's repairable and NEEDS repairing
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if ( IsItemRepairable( pObj->usItem, (*pObj)[ubLoop]->data.objectStatus, (*pObj)[ubLoop]->data.sRepairThreshold ) )
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if ( IsItemRepairable( pObj->usItem, (*pObj)[ubLoop]->data.objectStatus, threshold ) )
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - merc records, num items repaired
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// Actually we check if we repaired at least 5% of status, otherwise the item is not considered broken
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ubBeforeRepair = (UINT8)((*pObj)[ubLoop]->data.objectStatus);
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// Flugente: if using the new advanced repair system, we can only repair up to the repair threshold
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INT16 threshold = 100;
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if ( gGameExternalOptions.fAdvRepairSystem && (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) )
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{
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if ( !gGameExternalOptions.fMercsCanDoAdvancedRepairs || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
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{
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threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
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}
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}
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// repairable, try to repair it
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DoActualRepair( pSoldier, pObj->usItem, &((*pObj)[ubLoop]->data.objectStatus), threshold, pubRepairPtsLeft );
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if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fMercsCanDoAdvancedRepairs && ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) ) && ( (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) ) )
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(*pObj)[ubLoop]->data.sRepairThreshold = max((*pObj)[ubLoop]->data.sRepairThreshold, (*pObj)[ubLoop]->data.objectStatus);
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// repairable, try to repair it
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DoActualRepair( pSoldier, pObj->usItem, &((*pObj)[ubLoop]->data.objectStatus), threshold, pubRepairPtsLeft );
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// if the item was repaired to full status and the repair wa at least 5%, add a point
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if ( (*pObj)[ubLoop]->data.objectStatus == threshold && (((*pObj)[ubLoop]->data.objectStatus - ubBeforeRepair) > 4 ))
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{
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+2
-1
@@ -24,6 +24,7 @@
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#include "environment.h"
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#include "WorldDat.h"
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#include "Facilities.h"
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#include "Soldier macros.h"
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#endif
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//forward declarations of common classes to eliminate includes
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@@ -714,7 +715,7 @@ void HourlyFoodUpdate( void )
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for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier)
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{
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//if the merc is active, and in Arulco
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if ( pSoldier && pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->ubProfile != ROBOT && !IsVehicle(pSoldier) && !(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
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if ( pSoldier && pSoldier->bActive && !AM_AN_EPC(pSoldier) && pSoldier->ubProfile != ROBOT && !IsVehicle(pSoldier) && !(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
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{
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// digestion
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HourlyFoodSituationUpdate( pSoldier );
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