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- changed MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND from 35 to 50 so that all shots with silencers use the silenced sound instead of the normal weapons sound
- New item tag <SleepModifier>: This is a percentage bonus to breath regain while resting. It could be applied to sleeping bags for example. Reasonable values are from 0 (no bonus) to 100 (twice the regeneration). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6483 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-1
@@ -270,13 +270,15 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "CrowbarModifier") == 0 ||
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strcmp(name, "DisarmModifier") == 0 ||
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strcmp(name, "RepairModifier") == 0 ||
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strcmp(name, "usActionItemFlag") == 0 ||
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strcmp(name, "clothestype") == 0 ||
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strcmp(name, "randomitem") == 0 ||
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strcmp(name, "randomitemcoolnessmodificator") == 0 ||
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strcmp(name, "FlashLightRange") == 0 ||
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strcmp(name, "ItemChoiceTimeSetting") == 0 ||
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strcmp(name, "buddyitem") == 0 ))
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strcmp(name, "buddyitem") == 0 ||
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strcmp(name, "SleepModifier") == 0))
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{
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pData->curElement = ELEMENT_PROPERTY;
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//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("itemStartElementHandle: going into element, name = %s",name) );
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@@ -1431,6 +1433,11 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curItem.usBuddyItem = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "SleepModifier") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curItem.ubSleepModifier = (UINT16) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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@@ -2072,6 +2079,7 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile,"\t\t<FlashLightRange>%d</FlashLightRange>\r\n", Item[cnt].usFlashLightRange );
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FilePrintf(hFile,"\t\t<ItemChoiceTimeSetting>%d</ItemChoiceTimeSetting>\r\n", Item[cnt].usItemChoiceTimeSetting );
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FilePrintf(hFile,"\t\t<buddyitem>%d</buddyitem>\r\n", Item[cnt].usBuddyItem );
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FilePrintf(hFile,"\t\t<SleepModifier>%d</SleepModifier>\r\n", Item[cnt].ubSleepModifier );
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FilePrintf(hFile,"\t</ITEM>\r\n");
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}
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