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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
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@@ -4599,7 +4599,8 @@ void SetOffBoobyTrap( ITEM_POOL * pItemPool )
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BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote )
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{
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BOOLEAN fBoobyTrapKnowledge;
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INT8 bTrapDifficulty, bTrapDetectLevel;
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INT8 bTrapDifficulty;
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INT16 bTrapDetectLevel;
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OBJECTTYPE * pObj;
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pObj = &(gWorldItems[ iItemIndex ].object);
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@@ -5028,7 +5029,8 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
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{
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INT32 sNextGridNo;
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// BOOLEAN fWorthChecking = FALSE, fProblemExists = FALSE, fDetectedProblem = FALSE;
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UINT8 ubDetectLevel, ubDirection;
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UINT16 ubDetectLevel;
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UINT8 ubDirection;
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MAP_ELEMENT * pMapElement;
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UINT32 fCheckFlag;
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UINT32 uiWorldBombIndex;
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@@ -5451,7 +5453,8 @@ void ToggleItemGlow( BOOLEAN fOn )
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BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier )
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{
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BOOLEAN fBoobyTrapKnowledge;
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INT8 bTrapDifficulty, bTrapDetectLevel;
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INT8 bTrapDifficulty;
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INT16 bTrapDetectLevel;
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if ((*pObject)[0]->data.bTrap > 0)
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{
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