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- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746 o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation) o The zombie option can only be enabled in a single player game o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3570,7 +3570,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
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// can use DishOutGasDamage() as it is dependant on the local state of the gas cloud which is not always in sync
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// but we have the definite results of damage on a merc, so :
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pSoldier->SoldierTakeDamage( ANIM_STAND, exp->sWoundAmt, exp->sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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pSoldier->SoldierTakeDamage( ANIM_STAND, exp->sWoundAmt, 0, exp->sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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}
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else if (exp->ubDamageFunc == 2)
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{
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@@ -4405,7 +4405,7 @@ void recieveDISCONNECT(RPCParameters* rpcParameters)
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if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bTeam == iNetbTeam ) )
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{
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// KIll......
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 0, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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}
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}
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}
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