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- fixed explosion/stun damage multiplier
- enabled strategic event NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@273 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.262" };
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INT16 zVersionLabel[256] = { L"Release v1.13.273" };
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#endif
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#endif
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@@ -681,7 +681,8 @@ void ProcessImplicationsOfMeanwhile( void )
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{ //Wake up the queen earlier to punish the good players!
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{ //Wake up the queen earlier to punish the good players!
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ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 );
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ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 );
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}
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}
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HandleNPCDoAction( QUEEN, NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0 );
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//HandleNPCDoAction( QUEEN, NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0 );
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ExecuteStrategicAIAction( NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION, 0, 0 );
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break;
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break;
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case CAMBRIA_LIBERATED:
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case CAMBRIA_LIBERATED:
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case ALMA_LIBERATED:
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case ALMA_LIBERATED:
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@@ -4054,7 +4054,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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case NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION:
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case NPC_ACTION_SEND_SOLDIERS_TO_BATTLE_LOCATION:
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//Send 4, 8, or 12 troops (based on difficulty) to the location of the first battle. If nobody is there when they arrive,
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//Send 4, 8, or 12 troops (based on difficulty) to the location of the first battle. If nobody is there when they arrive,
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//those troops will get reassigned.
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//those troops will get reassigned.
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ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle );
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ubSectorID = (UINT8)STRATEGIC_INDEX_TO_SECTOR_INFO( sWorldSectorLocationOfFirstBattle );
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@@ -1573,19 +1573,17 @@ BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usIte
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uiRoll = PreRandom( 100 );
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uiRoll = PreRandom( 100 );
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// Calculate wound amount
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// Calculate wound amount
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sWoundAmt = pExplosive->ubDamage + (INT16) ( (pExplosive->ubDamage * uiRoll) / 100 );
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INT16 newDamage = pExplosive->ubDamage + (INT16)(( pExplosive->ubDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100) ); //lal
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: explosive dmg = %d, woundamt = %d",pExplosive->ubDamage,sWoundAmt));
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sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
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sWoundAmt = min(255, (UINT16)( (sWoundAmt) + ( (double)sWoundAmt / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ) ); //lal
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: explosive dmg multiplier = %d, woundamt = %d",gGameExternalOptions.ubExplosivesDamageMultiplier,sWoundAmt));
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// Calculate breath amount ( if stun damage applicable )
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// Calculate breath amount ( if stun damage applicable )
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sBreathAmt = ( pExplosive->ubStunDamage * 100 ) + (INT16) ( ( ( pExplosive->ubStunDamage / 2 ) * 100 * uiRoll ) / 100 ) ;
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INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100) ); //lal
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: breath dmg = %d, breathamt = %d",pExplosive->ubStunDamage,sBreathAmt));
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sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ;
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sBreathAmt = (UINT16)( (sBreathAmt) + ( (double)sBreathAmt / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ) ; //lal //Madd: remove 255 max, since it was making breath damage next to nothing
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ExpAffect: breath dmg multiplier = %d, breathamt = %d",gGameExternalOptions.ubExplosivesDamageMultiplier,sBreathAmt));
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// ATE: Make sure guys get pissed at us!
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// ATE: Make sure guys get pissed at us!
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HandleBuldingDestruction( sGridNo ,ubOwner );
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HandleBuldingDestruction( sGridNo ,ubOwner );
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