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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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@@ -846,6 +846,10 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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}
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}
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break;
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case SOLDIER_CLASS_ZOMBIE:
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// zombies get no items at all...
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break;
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}
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for ( i = 0; i < pp->Inv.size(); i++ )
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@@ -1052,6 +1056,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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bStatus += (INT8)(HighestPlayerProgressPercentage() / 10);
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bStatus = (INT8)min( 100, bStatus );
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break;
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case SOLDIER_CLASS_ZOMBIE:
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bStatus = (INT8)(1); // if a zombie gets anything, it'll be broken
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default:
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bStatus = (INT8)(50 + Random( 51 ) );
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break;
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@@ -2105,6 +2111,7 @@ void ChooseFaceGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp )
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break;
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case SOLDIER_CLASS_ADMINISTRATOR:
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case SOLDIER_CLASS_GREEN_MILITIA:
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case SOLDIER_CLASS_ZOMBIE:
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break;
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}
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}
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