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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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@@ -760,13 +760,23 @@ void RenderTopmostTacticalInterface( )
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SetFontForeground( FONT_MCOLOR_WHITE );
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bool showDamage = true;
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if (gGameExternalOptions.ubEnemyHitCount > 0 && pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM)
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if (gGameExternalOptions.ubEnemyHitCount > 0 && ( pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM) )
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showDamage = false;
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if (showDamage)
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{
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gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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{
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if ( pSoldier->sDamage >= 0 )
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{
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gprintfdirty( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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mprintf( sDamageX, sDamageY, L"-%d", pSoldier->sDamage );
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}
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else // Flugente: it is possible that someone might regain negative damage as zombies can regenerate health through bleeding
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{
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SetFontForeground( FONT_MCOLOR_LTGREEN );
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gprintfdirty( sDamageX, sDamageY, L"+%d", -pSoldier->sDamage );
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mprintf( sDamageX, sDamageY, L"+%d", -pSoldier->sDamage );
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SetFontForeground( FONT_MCOLOR_WHITE );
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}
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}
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else
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{
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