- 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
+6
View File
@@ -219,6 +219,9 @@ typedef enum
#define GS_CARTRIDGE_IN_CHAMBER 0x01
#define GS_WEAPON_BEING_RELOADED 0x02
// Flugente: define for maximum temperature
#define OVERHEATING_MAX_TEMPERATURE 60000.0
//forward declaration
class OBJECTTYPE;
class SOLDIERTYPE;
@@ -956,6 +959,9 @@ typedef struct
BOOLEAN blockironsight; // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
// Flugente poison system
INT16 bPoisonPercentage;
} INVTYPE;
// CHRISL: Added new structures to handle LBE gear and the two new XML files that will be needed to deal