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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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+5
-4
@@ -306,7 +306,8 @@ BOOLEAN AttemptToLockDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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BOOLEAN AttemptToCrowbarLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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{
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INT32 iResult;
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INT8 bStress, bSlot;
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INT16 bStress;
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INT8 bSlot;
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bSlot = FindUsableCrowbar( pSoldier );
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if ( bSlot == ITEM_NOT_FOUND )
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@@ -339,7 +340,7 @@ BOOLEAN AttemptToCrowbarLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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}
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// possibly damage crowbar
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bStress = __min( EffectiveStrength( pSoldier ), LockTable[pDoor->ubLockID].ubSmashDifficulty + 30 );
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bStress = __min( EffectiveStrength( pSoldier, FALSE ), LockTable[pDoor->ubLockID].ubSmashDifficulty + 30 );
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// reduce crowbar status by random % between 0 and 5%
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DamageObj( &(pSoldier->inv[ bSlot ]), (INT8) PreRandom( bStress / 20 ) );
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@@ -597,7 +598,7 @@ BOOLEAN AttemptToUntrapDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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BOOLEAN ExamineDoorForTraps( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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{
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// Check to see if there is a trap or not on this door
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INT8 bDetectLevel;
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INT16 bDetectLevel;
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if (pDoor->ubTrapID == NO_TRAP)
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{
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@@ -632,7 +633,7 @@ BOOLEAN ExamineDoorForTraps( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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BOOLEAN HasDoorTrapGoneOff( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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{
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// Check to see if the soldier causes the trap to go off
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INT8 bDetectLevel;
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INT16 bDetectLevel;
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if (pDoor->ubTrapID != NO_TRAP)
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{
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