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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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+9
-1
@@ -88,6 +88,8 @@ MoraleEvent gbMoraleEvent[NUM_MORALE_EVENTS] =
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{ TACTICAL_MORALE_EVENT, -1}, // MORALE_PSYCHO_UNABLE_TO_PSYCHO,
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{ STRATEGIC_MORALE_EVENT, +1}, // MORALE_PACIFIST_GAIN_NONCOMBAT,
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{ TACTICAL_MORALE_EVENT, +1}, // MORALE_MALICIOUS_HIT,
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// added by SANDRO
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{ TACTICAL_MORALE_EVENT, -1}, //MORALE_KHORNATE_RANGED_COMBAT,
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};
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BOOLEAN gfSomeoneSaidMoraleQuote = FALSE;
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@@ -523,7 +525,7 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
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}
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}
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}
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else if ( bMoraleMod != MORALE_PSYCHO_UNABLE_TO_PSYCHO)
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else if ( bMoraleMod != MORALE_PSYCHO_UNABLE_TO_PSYCHO && bMoraleMod != MORALE_KHORNATE_RANGED_COMBAT)
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{
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switch( pProfile->bAttitude )
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{
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@@ -909,6 +911,12 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
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HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
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break;
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// added by Flugente
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case MORALE_KHORNATE_RANGED_COMBAT:
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Assert( pSoldier );
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HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
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break;
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default:
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// debug message
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ScreenMsg( MSG_FONT_RED, MSG_BETAVERSION, L"Invalid morale event type = %d. AM/CC-1", bMoraleEvent );
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