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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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+4
-4
@@ -1726,9 +1726,9 @@ INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubAddTurningCos
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return sAPCost;
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}
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INT8 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
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INT16 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
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{
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INT8 bAimSkill;
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INT16 bAimSkill;
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if ( Item[ usWeapon ].usItemClass == IC_GUN || Item[ usWeapon ].usItemClass == IC_LAUNCHER )
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{
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@@ -1740,7 +1740,7 @@ INT8 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
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//if ( Item[ usInHand ].usItemClass == IC_BLADE )
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{
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// KNIVES: modify aiming cost by avg of attacker's DEXTERITY & AGILITY
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bAimSkill = ( EffectiveDexterity( pSoldier ) + EffectiveAgility( pSoldier ) ) / 2;
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bAimSkill = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveAgility( pSoldier, FALSE ) ) / 2;
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//return( 4 );
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}
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return( bAimSkill );
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@@ -1938,7 +1938,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurni
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UINT32 uiMercFlags;
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UINT16 usTargID;
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INT16 bFullAPs;
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INT8 bAimSkill;
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INT16 bAimSkill;
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INT16 bAPCost = APBPConstants[AP_MIN_AIM_ATTACK];
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BOOLEAN fAddingTurningCost = FALSE;
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BOOLEAN fAddingRaiseGunCost = FALSE;
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