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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
This commit is contained in:
@@ -68,7 +68,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
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}
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}
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BOOLEAN consumeitem = TRUE;
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BOOLEAN consumeitem = TRUE;
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// if item is also a food iem, don't use it up here, it will be consumed in ApplyFood, which will be called afterwards
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// if item is also a food item, don't use it up here, it will be consumed in ApplyFood, which will be called afterwards
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UINT32 foodtype = Item[pObject->usItem].foodtype;
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UINT32 foodtype = Item[pObject->usItem].foodtype;
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// if not a food item, nothing to see here
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// if not a food item, nothing to see here
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@@ -256,7 +256,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
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fInterfacePanelDirty = DIRTYLEVEL2;
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fInterfacePanelDirty = DIRTYLEVEL2;
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if ( !consumeitem )
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if ( !consumeitem )
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ApplyFood( pSoldier, pObject, TRUE );
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ApplyFood( pSoldier, pObject, TRUE, TRUE );
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return( TRUE );
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return( TRUE );
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}
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}
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+25
-12
@@ -43,8 +43,9 @@ extern BOOLEAN GetSectorFlagStatus( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, UINT3
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// apart from the ubStatDamageChance values, be careful not to set any modifiers below -50 or above 0 unless you know what you are doing!!!
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// apart from the ubStatDamageChance values, be careful not to set any modifiers below -50 or above 0 unless you know what you are doing!!!
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FoodMoraleMod FoodMoraleMods[NUM_FOOD_MORALE_TYPES] =
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FoodMoraleMod FoodMoraleMods[NUM_FOOD_MORALE_TYPES] =
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{
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{
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{ 100000, -8, -2, -20, -35, 2}, // FOOD_STUFFED
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{ 100000, -8, -3, -20, -35, 2}, // FOOD_STUFFED
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{ 5000, -5, -2, -5, -5, 0}, // FOOD_EXTREMELY_FULL
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{ 7500, -5, -2, -5, -5, 0}, // FOOD_EXTREMELY_FULL
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{ 5000, 0, -1, -2, -2, 0}, // FOOD_VERY_FULL
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{ 2500, 2, -1, -1, 0, 0}, // FOOD_FULL
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{ 2500, 2, -1, -1, 0, 0}, // FOOD_FULL
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{ 1000, 5, 0, 0, 0, 0}, // FOOD_SLIGHTLY_FULL
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{ 1000, 5, 0, 0, 0, 0}, // FOOD_SLIGHTLY_FULL
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@@ -59,7 +60,7 @@ FoodMoraleMod FoodMoraleMods[NUM_FOOD_MORALE_TYPES] =
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};
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};
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BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce )
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BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, BOOLEAN fForceFromDrugs )
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{
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{
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// static variables to remember the last food someone was forced to eat
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// static variables to remember the last food someone was forced to eat
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static UINT8 lasteater = 0;
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static UINT8 lasteater = 0;
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@@ -85,13 +86,13 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce )
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type = AP_DRINK;
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type = AP_DRINK;
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// return if we don't have enough APs
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// return if we don't have enough APs
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if (!EnoughPoints( pSoldier, APBPConstants[type], 0, TRUE ) )
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if ( !fForceFromDrugs && !EnoughPoints( pSoldier, APBPConstants[type], 0, TRUE ) )
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{
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{
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return( FALSE );
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return( FALSE );
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}
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}
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// check if we are willing to eat this: if we're filled, the merc refuses
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// check if we are willing to eat this: if we're filled, the merc refuses
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if ( ( ( Food[foodtype].bFoodPoints > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_EXTREMELY_FULL].bThreshold ) || Food[foodtype].bFoodPoints <= 0 ) && ( ( Food[foodtype].bDrinkPoints > 0 && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_EXTREMELY_FULL].bThreshold ) || Food[foodtype].bDrinkPoints <= 0 ) )
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if ( !fForceFromDrugs && ( ( Food[foodtype].bFoodPoints > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold ) || Food[foodtype].bFoodPoints <= 0 ) && ( ( Food[foodtype].bDrinkPoints > 0 && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_REFUSAL].bThreshold ) || Food[foodtype].bDrinkPoints <= 0 ) )
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{
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{
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// Say quote!
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// Say quote!
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TacticalCharacterDialogue( pSoldier, 61 );
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TacticalCharacterDialogue( pSoldier, 61 );
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@@ -103,7 +104,7 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce )
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FLOAT foodcondition = (*pObject)[0]->data.bTemperature / OVERHEATING_MAX_TEMPERATURE;
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FLOAT foodcondition = (*pObject)[0]->data.bTemperature / OVERHEATING_MAX_TEMPERATURE;
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// food in bad condition is harmful!
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// food in bad condition is harmful!
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if ( foodcondition < FOOD_BAD_THRESHOLD )
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if ( !fForceFromDrugs && foodcondition < FOOD_BAD_THRESHOLD )
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{
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{
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// if we can choose to reject a food and haven't yet done so with this type of bad food, do so. Works only once
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// if we can choose to reject a food and haven't yet done so with this type of bad food, do so. Works only once
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if ( !fForce && ( lasteater != pSoldier->ubID || lastitem != pObject->usItem) )
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if ( !fForce && ( lasteater != pSoldier->ubID || lastitem != pObject->usItem) )
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@@ -363,7 +364,10 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
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pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of nutrition!", pSoldier->name );
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if ( foodsituation > FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to being overfed!", pSoldier->name );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of nutrition!", pSoldier->name );
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}
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}
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// damage health
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// damage health
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@@ -391,7 +395,10 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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gMercProfiles[ pSoldier->ubProfile ].bLifeMax = pSoldier->stats.bLifeMax;
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gMercProfiles[ pSoldier->ubProfile ].bLifeMax = pSoldier->stats.bLifeMax;
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of nutrition!", pSoldier->name );
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if ( foodsituation > FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to being overfed!", pSoldier->name );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of nutrition!", pSoldier->name );
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// if we fall below OKLIFE, we start bleeding...
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// if we fall below OKLIFE, we start bleeding...
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// Reason for this is that
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// Reason for this is that
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@@ -439,7 +446,10 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
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pSoldier->timeChanges.uiChangeStrengthTime = GetJA2Clock();
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of nutrition!", pSoldier->name );
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if ( watersituation > FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to excessive drinking!", pSoldier->name );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of water!", pSoldier->name );
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}
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}
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// damage health
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// damage health
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@@ -467,7 +477,10 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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gMercProfiles[ pSoldier->ubProfile ].bLifeMax = pSoldier->stats.bLifeMax;
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gMercProfiles[ pSoldier->ubProfile ].bLifeMax = pSoldier->stats.bLifeMax;
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of nutrition!", pSoldier->name );
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if ( watersituation > FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to excessive drinking!", pSoldier->name );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of water!", pSoldier->name );
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// if we fall below OKLIFE, we start bleeding...
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// if we fall below OKLIFE, we start bleeding...
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// Reason for this is that
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// Reason for this is that
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@@ -620,7 +633,7 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
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if ( Item[pObj->usItem].drugtype > 0 )
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if ( Item[pObj->usItem].drugtype > 0 )
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ApplyDrugs( pSoldier, pObj );
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ApplyDrugs( pSoldier, pObj );
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else
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else
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ApplyFood( pSoldier, pObj, TRUE ); // cannot reject to eat this, we chose to eat this ourself!
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ApplyFood( pSoldier, pObj, TRUE, FALSE ); // cannot reject to eat this, we chose to eat this ourself!
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// if we're full, finish
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// if we're full, finish
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if ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold )
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if ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold )
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@@ -659,7 +672,7 @@ void EatFromInventory( SOLDIERTYPE *pSoldier, BOOLEAN fcanteensonly )
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if ( Item[pObj->usItem].drugtype > 0 )
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if ( Item[pObj->usItem].drugtype > 0 )
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ApplyDrugs( pSoldier, pObj );
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ApplyDrugs( pSoldier, pObj );
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else
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else
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ApplyFood( pSoldier, pObj, TRUE ); // cannot reject to eat this, we chose to eat this ourself!
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ApplyFood( pSoldier, pObj, TRUE, FALSE ); // cannot reject to eat this, we chose to eat this ourself!
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// if we're full, finish
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// if we're full, finish
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if ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold )
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if ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_MERC_START_CONSUME].bThreshold )
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+4
-1
@@ -20,6 +20,7 @@ typedef enum
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{
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{
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FOOD_STUFFED,
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FOOD_STUFFED,
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FOOD_EXTREMELY_FULL,
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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_FULL,
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FOOD_SLIGHTLY_FULL,
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FOOD_SLIGHTLY_FULL,
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FOOD_NORMAL,
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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_START_CONSUME FOOD_EVEN_LOWER
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#define FOOD_MERC_STOP_FACILITY FOOD_FULL
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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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typedef struct
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{
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{
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@@ -73,7 +75,8 @@ typedef enum
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} FoodSectorWaterSupply;
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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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// 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 GetFoodSituation( SOLDIERTYPE *pSoldier, UINT8* pFoodSituation, UINT8* pWaterSituation );
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void FoodMaxMoraleModifiy( SOLDIERTYPE *pSoldier, UINT8* pubMaxMorale );
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void FoodMaxMoraleModifiy( SOLDIERTYPE *pSoldier, UINT8* pubMaxMorale );
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@@ -3342,7 +3342,7 @@ void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
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gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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}
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}
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else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE ) )
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else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE, FALSE ) )
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{
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{
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// Dirty
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// Dirty
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fInterfacePanelDirty = DIRTYLEVEL2;
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fInterfacePanelDirty = DIRTYLEVEL2;
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