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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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@@ -1873,14 +1873,14 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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if (fBladeAttack)
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{
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iImpact = GetDamage(&pSoldier->inv[HANDPOS]);
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iImpact += EffectiveStrength( pSoldier ) / 20; // 0 to 5 for strength, adjusted by damage taken
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iImpact += EffectiveStrength( pSoldier, FALSE ) / 20; // 0 to 5 for strength, adjusted by damage taken
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}
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else
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{
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// this all was a little changed for enhanced close combat system - SANDRO
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if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
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{
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iImpact = EffectiveStrength( pSoldier ) / 5; // 0 to 20 for strength, adjusted by damage taken
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iImpact = EffectiveStrength( pSoldier, FALSE ) / 5; // 0 to 20 for strength, adjusted by damage taken
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if ( pSoldier->usAttackingWeapon )
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{
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@@ -1909,7 +1909,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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// base HTH damage
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iImpact = 5;
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}
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iImpact += EffectiveStrength( pSoldier ) / 5; // 0 to 20 for strength, adjusted by damage taken
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iImpact += EffectiveStrength( pSoldier, FALSE ) / 5; // 0 to 20 for strength, adjusted by damage taken
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}
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}
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