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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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@@ -225,6 +225,7 @@ void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage );
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#define XRAY_TIME 5
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extern void ActivateXRayDevice( SOLDIERTYPE * pSoldier );
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extern void TurnOnXRayEffects( SOLDIERTYPE * pSoldier );
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extern void TurnOffXRayEffects( SOLDIERTYPE * pSoldier );
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OBJECTTYPE* FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
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UINT16 FindLegalGrenade(UINT16 usItem);
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@@ -448,7 +449,7 @@ BOOLEAN UseTotalMedicalKitPoints( SOLDIERTYPE * pSoldier, UINT16 usPointsToConsu
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FLOAT GetItemCooldownFactor( OBJECTTYPE * pObj );
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void GetScopeLists( OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap );
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// check if item belongs to a specific attachemnt class
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// check if item belongs to a specific attachment class
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BOOLEAN IsAttachmentClass( UINT16 usItem, UINT32 aFlag );
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BOOLEAN HasAttachmentOfClass( OBJECTTYPE * pObj, UINT32 aFlag );
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@@ -459,6 +460,3 @@ bool IsAttachmentPointAvailable( UINT64 point, UINT32 attachmentID, BOOLEAN only
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UINT64 GetAvailableAttachmentPoint ( OBJECTTYPE * pObject, UINT8 subObject );
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#endif
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