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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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@@ -3969,13 +3969,13 @@ void DebugSoldierPage1( )
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SetFontShade(LARGEFONT1, FONT_SHADE_GREEN);
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gprintf( 200, LINE_HEIGHT * ubLine, L"Agility:");
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SetFontShade(LARGEFONT1, FONT_SHADE_NEUTRAL);
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gprintf( 350, LINE_HEIGHT * ubLine, L"%d ( %d )", pSoldier->stats.bAgility, EffectiveAgility( pSoldier ) );
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gprintf( 350, LINE_HEIGHT * ubLine, L"%d ( %d )", pSoldier->stats.bAgility, EffectiveAgility( pSoldier, FALSE ) );
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ubLine++;
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SetFontShade(LARGEFONT1, FONT_SHADE_GREEN);
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gprintf( 200, LINE_HEIGHT * ubLine, L"Dexterity:");
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SetFontShade(LARGEFONT1, FONT_SHADE_NEUTRAL);
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gprintf( 350, LINE_HEIGHT * ubLine, L"%d( %d )", pSoldier->stats.bDexterity, EffectiveDexterity( pSoldier ) );
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gprintf( 350, LINE_HEIGHT * ubLine, L"%d( %d )", pSoldier->stats.bDexterity, EffectiveDexterity( pSoldier, FALSE ) );
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ubLine++;
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SetFontShade(LARGEFONT1, FONT_SHADE_GREEN);
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@@ -5235,7 +5235,7 @@ UINT8 MovementNoise( SOLDIERTYPE *pSoldier )
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// CHANGED BY SANDRO - LET'S MAKE THE STEALTH BASED ON AGILITY LIKE IT SHOULD BE
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//iStealthSkill = 20 + 4 * EffectiveExpLevel( pSoldier ) + ((EffectiveDexterity( pSoldier ) * 4) / 10); // 24-100
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iStealthSkill = 20 + 4 * EffectiveExpLevel( pSoldier ) + ((EffectiveAgility( pSoldier ) * 4) / 10); // 24-100
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iStealthSkill = 20 + 4 * EffectiveExpLevel( pSoldier ) + ((EffectiveAgility( pSoldier, FALSE ) * 4) / 10); // 24-100
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// big bonus for those "extra stealthy" mercs
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if ( pSoldier->ubBodyType == BLOODCAT )
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