diff --git a/Tactical/Drugs And Alcohol.cpp b/Tactical/Drugs And Alcohol.cpp index 322cf7f2..607e777e 100644 --- a/Tactical/Drugs And Alcohol.cpp +++ b/Tactical/Drugs And Alcohol.cpp @@ -361,6 +361,8 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier ) // only do the checks for the player team, as soldiers do not have a gMercProfiles if ( pSoldier->bTeam == gbPlayerNum) { + // Flugente 2012-05-25: the status drugs cause weird behaviour with the stat repairing behaviour of doctoring, so this is commented out till a working solution has been found + /* //////////////// STRENGTH //////////////// // strength we would normally have right now INT8 strength = gMercProfiles[ pSoldier->ubProfile ].bStrength - pSoldier->ubCriticalStatDamage[ DAMAGED_STAT_STRENGTH ]; @@ -459,7 +461,7 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier ) { pSoldier->timeChanges.uiChangeWisdomTime = GetJA2Clock(); pSoldier->usValueGoneUp &= ~( WIS_INCREASE ); - } + }*/ // if our sideeffect count is 1 (which should occur a while AFTER we took the drug), we suddenly become blind for a few turns... if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_BLIND ] == 0 && pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_BLIND ] == 1 )