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New Feature: Drug System Overhaul. The drug system has been completely overhauled.
Requires GameDir >= r2257. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=341541&#msg_341541 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7896 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1840,9 +1840,13 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
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}
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// Add effects
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pSoldier->AddDrugValues( DRUG_TYPE_ALCOHOL, Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect, Drug[DRUG_TYPE_ALCOHOL].ubDrugTravelRate, Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect );
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CreateItem( ALCOHOL, Item[ALCOHOL].usPortionSize, &gTempObject );
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ApplyConsumable( pSoldier, &gTempObject, TRUE, FALSE );
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// ATE: Make guy collapse from heart attack if too much stuff taken....
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//pSoldier->AddDrugValues( DRUG_TYPE_ALCOHOL, Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect, Drug[DRUG_TYPE_ALCOHOL].ubDrugTravelRate, Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect );
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/*// ATE: Make guy collapse from heart attack if too much stuff taken....
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if ( pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] > ( Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect * 3 ) )
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{
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if ( pSoldier->ubProfile == LARRY_NORMAL )
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@@ -1938,7 +1942,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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gMercProfiles[ pSoldier->ubProfile ].records.usFacilityAccidents++;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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}*/
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break;
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case RISK_LOYALTY_LOCAL:
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Result *= GAIN_PTS_PER_LOYALTY_PT; // Transform points into actual loyalty.
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