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- new ini option ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL: if a zombie is killed via headshot/melee combat, he can't rise again
- new ini option FOOD_MAX_POISONING: determines the maximum amount of food poisoning eating a singel food item can give - fixed a bug that caused tooltips to display the wrong traits - fixed a few zombie-related bugs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5669 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -893,6 +893,10 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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break;
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}
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// if zombie and headshots are required, forbid rising if killed by headshot
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if ( pSoldier->IsZombie() && gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && (pSoldier->bSoldierFlagMask & SOLDIER_HEADSHOT) )
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Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
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// Flugente: copy name of soldier...
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memcpy( &(Corpse.name), &(pSoldier->name), sizeof(CHAR16) * 10 );
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Corpse.name[9] = '\0';
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@@ -2730,7 +2734,7 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
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pNewSoldier->bPoisonBleeding = pNewSoldier->bPoisonSum - pNewSoldier->bPoisonLife;
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// zombies get 200% poison absorption, but no resistance to it, as it would reduce their healing
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pNewSoldier->bPoisonResistance = 0;
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pNewSoldier->bPoisonAbsorption = 200 + Random(100);
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pNewSoldier->bPoisonAbsorption = 0; // Flugente: Screw this, we use GetPoisonAbsorption() instead... I declare this variable dead until further notice
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//////////////////////////////////////////////////////////////////////
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#ifdef ENABLE_ZOMBIES
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