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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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@@ -1972,10 +1972,23 @@ void UpdateCharRegionHelpText( void )
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{
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// person (health/energy/morale)
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GetMoraleString( pSoldier, pMoraleStr );
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[ 0 ], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[ 1 ], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[ 2 ], pMoraleStr );
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if ( pSoldier->bPoisonSum )
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{
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INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[ 0 ], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[ 5 ], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
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pMapScreenStatusStrings[ 1 ], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[ 2 ], pMoraleStr );
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}
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else
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{
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[ 0 ], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[ 1 ], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[ 2 ], pMoraleStr );
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}
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}
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}
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else
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@@ -5358,16 +5371,42 @@ void RenderSoldierSmallFaceForUpdatePanel( INT32 iIndex, INT32 iX, INT32 iY )
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
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if ( pSoldier->bPoisonBleeding )
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{
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// poisoned bleeding in purple
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iStartY = iY + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding + pSoldier->bPoisonBleeding)/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 107, 57, 107 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 222, 115, 181 ) ) );
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}
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//pink one for bandaged.
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iStartY += 27*pSoldier->bBleeding/100;
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iStartY = iY + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding)/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
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// get amount of poisoned bandage
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INT8 bPoisonBandage = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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if ( bPoisonBandage )
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{
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// poisoned bandage in bright green
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iStartY = iY + 29 - 27*(pSoldier->stats.bLife + bPoisonBandage)/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 57, 156, 57 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 132, 222, 132 ) ) );
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}
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//red one for actual health
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iStartY = iY + 29 - 27*pSoldier->stats.bLife/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
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// poisoned life
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if ( pSoldier->bPoisonLife )
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{
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iStartY = iY + 29 - 27*pSoldier->bPoisonLife/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+36, iStartY, iX+37, iY+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+37, iStartY, iX+38, iY+29, Get16BPPColor( FROMRGB( 0, 206, 0 ) ) );
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}
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//BREATH BAR
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iStartY = iY + 29 - 27*pSoldier->bBreathMax/100;
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ColorFillVideoSurfaceArea( guiSAVEBUFFER, iX+39, iStartY, iX+40, iY+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
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