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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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@@ -702,7 +702,7 @@ void HandleDoorTrap( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Trap gone off %d", gTacticalStatus.ubAttackBusyCount) );
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DebugAttackBusy( "!!!!!!! Trap gone off\n" );
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pSoldier->SoldierTakeDamage( 0, (UINT16) (10 + PreRandom( 10 )), (UINT16) ((3 + PreRandom( 3 ) * 1000)), TAKE_DAMAGE_ELECTRICITY, NOBODY, pDoor->sGridNo, 0, TRUE );
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pSoldier->SoldierTakeDamage( 0, (UINT16) (10 + PreRandom( 10 )), 0, (UINT16) ((3 + PreRandom( 3 ) * 1000)), TAKE_DAMAGE_ELECTRICITY, NOBODY, pDoor->sGridNo, 0, TRUE );
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break;
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case SUPER_ELECTRIC:
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@@ -717,7 +717,7 @@ void HandleDoorTrap( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Trap gone off %d", gTacticalStatus.ubAttackBusyCount) );
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DebugAttackBusy( "!!!!!!! Trap gone off\n" );
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pSoldier->SoldierTakeDamage( 0, (UINT16) (20 + PreRandom( 20 )), (UINT16) ((6 + PreRandom( 6 ) * 1000)), TAKE_DAMAGE_ELECTRICITY, NOBODY, pDoor->sGridNo, 0, TRUE );
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pSoldier->SoldierTakeDamage( 0, (UINT16) (20 + PreRandom( 20 )), 0, (UINT16) ((6 + PreRandom( 6 ) * 1000)), TAKE_DAMAGE_ELECTRICITY, NOBODY, pDoor->sGridNo, 0, TRUE );
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break;
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