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- The facility performance tag now determines the effectiveness of the interrogation assignment (100 = standard).
- Canteens can now be refilled even if the food system is off - If you set a handcuff's item to class from MISC (<usItemClass>268435456</usItemClass>)to KIT (<usItemClass>8192</usItemClass>), it will be treated as a stack of binders. Repeated use on enemies consumes the item. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+2
-7
@@ -743,12 +743,6 @@ UINT8 GetWaterQuality(INT16 asMapX, INT16 asMapY, INT8 asMapZ)
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// a function that tries to fill up all canteens in this sector
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void SectorFillCanteens( void )
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{
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if ( !gGameOptions.fFoodSystem )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ERROR_NO_FOOD_SYSTEM] );
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return;
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}
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// no functionality if not in tactical or in combat, or nobody is here
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// can be called from a messagebox, thus the check for MSG_BOX_SCREEN
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if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) || (gTacticalStatus.uiFlags & INCOMBAT) || gusSelectedSoldier == NOBODY )
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@@ -814,7 +808,8 @@ void SectorFillCanteens( void )
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// it would be pretty pointless to fill our canteens and then not to drink from them even though we are hungry. If there is an unlimited water source in this sector, drink from our
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// freshly filled canteens. Thus calling this function repeatedly will cause us to drink till we're full, and restore our canteens to full level
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EatFromInventory( pSoldier, TRUE );
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if ( gGameOptions.fFoodSystem )
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EatFromInventory( pSoldier, TRUE );
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}
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}
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@@ -15328,9 +15328,9 @@ UINT32 SOLDIERTYPE::GetSurrenderStrength()
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// adjust for type of soldier
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if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE || this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
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value *= 1.5;
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value *= 1.5f;
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
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value *= 0.75;
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value *= 0.75f;
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return value;
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}
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@@ -16324,8 +16324,16 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
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// move handcuffs to his hands
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if ( HasItemFlag( (&(this->inv[HANDPOS]))->usItem, HANDCUFFS ) )
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{
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AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
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DeleteObj( &(this->inv[HANDPOS]) );
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// stack handcuffs (like a stack of binders) simply gets used up a bit
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if ( Item[(&(this->inv[HANDPOS]))->usItem].usItemClass == IC_KIT )
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{
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UseKitPoints( &(this->inv[HANDPOS]), 10, pSoldier );
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}
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else
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{
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AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
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DeleteObj( &(this->inv[HANDPOS]) );
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}
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}
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// CHANGE DIRECTION AND GOTO ANIMATION NOW
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