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New feature: bloodcat/zombie/bandit raids on player-controlled sectors
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23711&goto=353154&#msg_353154 Requires GameDir >= r2420 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -333,10 +333,11 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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// handled differently than for enemies.
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case SOLDIER_CLASS_ADMINISTRATOR:
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case SOLDIER_CLASS_GREEN_MILITIA:
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case SOLDIER_CLASS_BANDIT:
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bRating = BAD_ADMINISTRATOR_EQUIPMENT_RATING + bEquipmentModifier;
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// Equipment quality modifier
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if ( bSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
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if ( bSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || bSoldierClass == SOLDIER_CLASS_BANDIT )
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{
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if ( gGameExternalOptions.sEnemyAdminEquipmentQualityModifier != 0 )
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bRating += gGameExternalOptions.sEnemyAdminEquipmentQualityModifier;
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@@ -360,7 +361,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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bHelmetClass = bRating;
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// no leggings
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if ( bSoldierClass == SOLDIER_CLASS_ADMINISTRATOR )
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if ( bSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || bSoldierClass == SOLDIER_CLASS_BANDIT )
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{
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if ( Chance( 30 ) )
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bKnifeClass = bRating;
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@@ -919,6 +920,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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case SOLDIER_CLASS_ARMY:
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case SOLDIER_CLASS_GREEN_MILITIA:
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case SOLDIER_CLASS_REG_MILITIA:
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case SOLDIER_CLASS_BANDIT:
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//Admins/Troops: 60-75% + 1% every 4% progress
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bStatus = (INT8)(60 + Random( 16 ));
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bStatus += (INT8)(HighestPlayerProgressPercentage() / 4);
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@@ -1987,13 +1989,12 @@ void ChooseFaceGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp )
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case SOLDIER_CLASS_ADMINISTRATOR:
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case SOLDIER_CLASS_GREEN_MILITIA:
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case SOLDIER_CLASS_ZOMBIE:
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case SOLDIER_CLASS_BANDIT:
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break;
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}
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}
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void ChooseKitsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKitClass )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ChooseKitsForSoldierCreateStruct");
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