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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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@@ -14723,7 +14723,7 @@ INT32 SOLDIERTYPE::GetDamageResistance( BOOLEAN fAutoResolve, BOOLEAN fCalcBreat
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaDamageResistance != 0 )
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resistance += (INT32)(gGameExternalOptions.bVeteranMilitiaDamageResistance / breathmodifiermilitia);
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// bonus for enemy too
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminDamageResistance != 0 )
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else if ( (this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_BANDIT ) && gGameExternalOptions.sEnemyAdminDamageResistance != 0 )
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resistance += gGameExternalOptions.sEnemyAdminDamageResistance;
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularDamageResistance != 0 )
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resistance += gGameExternalOptions.sEnemyRegularDamageResistance;
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@@ -16211,7 +16211,7 @@ 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 *= 1.5f;
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
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else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA || this->ubSoldierClass == SOLDIER_CLASS_BANDIT )
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value *= 0.75f;
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// tanks won't surrender that easy
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@@ -16267,6 +16267,10 @@ BOOLEAN SOLDIERTYPE::CanBeCaptured( )
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if ( this->bTeam == ENEMY_TEAM )
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return TRUE;
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// bandits can be captured
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if ( this->bTeam == CREATURE_TEAM && this->ubSoldierClass == SOLDIER_CLASS_BANDIT )
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return TRUE;
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// civilians can be captured if their faction can, and if they are hostile
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if ( this->bTeam == CIV_TEAM && zCivGroupName[this->ubCivilianGroup].fCanBeCaptured )
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{
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