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Deleted Feature: The poison feature has been made obsolete by the disease feature and has been removed.
GameDir >= r2245 is recommended. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7870 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7398,12 +7398,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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if (pTeamSoldier->iHealableInjury < 0)
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pTeamSoldier->iHealableInjury = 0;
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pTeamSoldier->bPoisonLife = min(pTeamSoldier->bPoisonSum, pTeamSoldier->bPoisonLife + OKLIFE - pTeamSoldier->stats.bLife);
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pTeamSoldier->stats.bLife = OKLIFE;
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}
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pTeamSoldier->bBleeding = 0; // let's think, the autobandage was done for the militia too
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pTeamSoldier->bPoisonBleeding = 0;
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}
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}
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gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE;
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@@ -8137,13 +8135,13 @@ BOOLEAN KillIncompacitatedEnemyInSector( )
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// KIll......
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// SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker
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if ( pTeamSoldier->ubAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
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else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
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else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY )
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
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else
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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fReturnVal = TRUE;
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}
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