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New ammotype: cryo ammo deals no damage, but freezes a soldier for two turns (stackable effect). A frozen soldier cannot perform actions, and has drastically lowered damage resistance. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22926&start=0&
Requires GameDir >= r2284. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8034 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -18,14 +18,14 @@
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#define OK_ENEMY_MERC( p ) ( !p->aiData.bNeutral && (p->bSide != gbPlayerNum ) && p->stats.bLife >= OKLIFE && (p->bTeam < 5 ))
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// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
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//#define OK_CONTROLLABLE_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
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#define OK_CONTROLLABLE_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && ( p->bAssignment < ON_DUTY || p->bAssignment == VEHICLE ) )
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// Checks if our guy is controllable but doesn't care about current assignment
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#define OK_CONTROL_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && !(p->usSkillCooldown[SOLDIER_COOLDOWN_CRYO]) )
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#define OK_CONTROLLABLE_MERC( p ) ( OK_CONTROL_MERC(p) && ( p->bAssignment < ON_DUTY || p->bAssignment == VEHICLE ) )
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// Checks if our guy can be controllable .... checks bInSector, team, on duty, etc...
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#define OK_INSECTOR_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
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// Checks if our guy is controllable but doesn't care about current assignment
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#define OK_CONTROL_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum )
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#define OK_INSECTOR_MERC( p ) ( p->stats.bLife >= OKLIFE && p->bActive && p->bInSector && p->bTeam == gbPlayerNum && p->bAssignment < ON_DUTY )
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// Checkf if our guy can be selected and is not in a position where our team has an interupt and he does not have one...
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#define OK_INTERRUPT_MERC( p ) ( ( INTERRUPT_QUEUED != 0 ) ? ( ( p->aiData.bMoved ) ? FALSE : TRUE ) : TRUE )
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