Zombie Update (by Flugente)

- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-02 15:50:54 +00:00
parent defef00330
commit 4750b07f16
38 changed files with 339 additions and 326 deletions
+6 -3
View File
@@ -4599,7 +4599,8 @@ void SetOffBoobyTrap( ITEM_POOL * pItemPool )
BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote )
{
BOOLEAN fBoobyTrapKnowledge;
INT8 bTrapDifficulty, bTrapDetectLevel;
INT8 bTrapDifficulty;
INT16 bTrapDetectLevel;
OBJECTTYPE * pObj;
pObj = &(gWorldItems[ iItemIndex ].object);
@@ -5028,7 +5029,8 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
{
INT32 sNextGridNo;
// BOOLEAN fWorthChecking = FALSE, fProblemExists = FALSE, fDetectedProblem = FALSE;
UINT8 ubDetectLevel, ubDirection;
UINT16 ubDetectLevel;
UINT8 ubDirection;
MAP_ELEMENT * pMapElement;
UINT32 fCheckFlag;
UINT32 uiWorldBombIndex;
@@ -5451,7 +5453,8 @@ void ToggleItemGlow( BOOLEAN fOn )
BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier )
{
BOOLEAN fBoobyTrapKnowledge;
INT8 bTrapDifficulty, bTrapDetectLevel;
INT8 bTrapDifficulty;
INT16 bTrapDetectLevel;
if ((*pObject)[0]->data.bTrap > 0)
{