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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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@@ -334,8 +334,9 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
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// bBandaged = BANDAGED( pSoldier );
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// increase life
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pSoldier->bPoisonLife = max(pSoldier->bPoisonSum, pSoldier->bPoisonLife + pSoldier->stats.bLife - __min( pSoldier->stats.bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->stats.bLifeMax ) );
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pSoldier->stats.bLife = __min( pSoldier->stats.bLife + LIFE_GAIN_PER_REGEN_POINT, pSoldier->stats.bLifeMax );
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//SANDRO - Insta-healable injury reduction
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if( pSoldier->iHealableInjury > 0 )
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{
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@@ -345,12 +346,14 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
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if ( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
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{
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pSoldier->bBleeding = 0;
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pSoldier->bPoisonBleeding = 0;
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pSoldier->iHealableInjury = 0;
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}
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else if ( pSoldier->bBleeding + pSoldier->stats.bLife > pSoldier->stats.bLifeMax )
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{
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// got to reduce amount of bleeding
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pSoldier->bBleeding = (pSoldier->stats.bLifeMax - pSoldier->stats.bLife);
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pSoldier->bPoisonBleeding = min(pSoldier->bPoisonBleeding, (pSoldier->stats.bLifeMax - pSoldier->stats.bLife));
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}
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// decrement counter
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