- 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
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+14 -4
View File
@@ -760,13 +760,23 @@ void RenderTopmostTacticalInterface( )
SetFontForeground( FONT_MCOLOR_WHITE );
bool showDamage = true;
if (gGameExternalOptions.ubEnemyHitCount > 0 && pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM)
if (gGameExternalOptions.ubEnemyHitCount > 0 && ( pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM) )
showDamage = false;
if (showDamage)
{
gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
{
if ( pSoldier->sDamage >= 0 )
{
gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
}
else // Flugente: it is possible that someone might regain negative damage as zombies can regenerate health through bleeding
{
SetFontForeground( FONT_MCOLOR_LTGREEN );
gprintfdirty( sDamageX, sDamageY, L"+%d", -pSoldier->sDamage );
mprintf( sDamageX, sDamageY, L"+%d", -pSoldier->sDamage );
SetFontForeground( FONT_MCOLOR_WHITE );
}
}
else
{