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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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@@ -2268,6 +2268,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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DeleteTalkingMenu();
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SetSoldierNeutral( pSoldier );
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pSoldier->bBleeding = 0; // make sure he doesn't bleed now...
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pSoldier->bPoisonBleeding = 0;
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RecalculateOppCntsDueToBecomingNeutral( pSoldier );
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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@@ -4445,6 +4446,9 @@ UINT32 CalcPatientMedicalCost( SOLDIERTYPE * pSoldier )
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uiCost += ( 25 * ( OKLIFE - pSoldier->stats.bLife ) );
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}
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// charge additional $13 for every poison point that has to be cured
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uiCost += 13 * pSoldier->bPoisonSum;
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// also charge $2 for each point of bleeding that must be stopped
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if ( pSoldier->bBleeding > 0 )
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{
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