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- fix: combo food/drug items have to be eaten if drug effect was already attributed
- new food situation level for the transition from food refusal to dangerous levels - more useful stat damage warings for food git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5468 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -20,6 +20,7 @@ typedef enum
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{
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FOOD_STUFFED,
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FOOD_EXTREMELY_FULL,
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FOOD_VERY_FULL,
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FOOD_FULL,
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FOOD_SLIGHTLY_FULL,
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FOOD_NORMAL,
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@@ -34,6 +35,7 @@ typedef enum
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#define FOOD_MERC_START_CONSUME FOOD_EVEN_LOWER
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#define FOOD_MERC_STOP_FACILITY FOOD_FULL
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#define FOOD_MERC_REFUSAL FOOD_VERY_FULL
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typedef struct
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{
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@@ -73,7 +75,8 @@ typedef enum
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} FoodSectorWaterSupply;
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// eat a food object. if fForce = FALSE, the soldier can reject to eat this once
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BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce );
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// if fForceFromDrugs = TRUE, we HAVE to eat this, because we already got the effects from the ApplyDrugs-function (item is both drug and food)
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BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, BOOLEAN fForceFromDrugs );
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void GetFoodSituation( SOLDIERTYPE *pSoldier, UINT8* pFoodSituation, UINT8* pWaterSituation );
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void FoodMaxMoraleModifiy( SOLDIERTYPE *pSoldier, UINT8* pubMaxMorale );
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