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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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@@ -2174,6 +2174,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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//Bandaging him would prevent him from dying (due to low HP)
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pSoldier->bBleeding = 0;
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pSoldier->bPoisonBleeding = 0;
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// wake him up
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if ( pSoldier->flags.fMercAsleep )
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@@ -2183,6 +2184,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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}
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//Set his life to 50% + or - 10 HP.
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INT8 oldlife = pSoldier->stats.bLife;
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pSoldier->stats.bLife = pSoldier->stats.bLifeMax / 2;
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if ( pSoldier->stats.bLife <= 35 )
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{
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@@ -2192,6 +2194,14 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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{
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pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
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}
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// adjust poison points
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INT8 lifechanged = oldlife - pSoldier->stats.bLife;
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if ( lifechanged < 0 )
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pSoldier->bPoisonLife -= lifechanged;
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else if ( lifechanged > 0)
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pSoldier->bPoisonLife = max(pSoldier->bPoisonSum, pSoldier->bPoisonLife + lifechanged);
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// SANDRO - make the lost life insta-healable
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pSoldier->iHealableInjury = ((pSoldier->stats.bLifeMax - pSoldier->stats.bLife) * 100);
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