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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
This commit is contained in:
+14
-6
@@ -18,7 +18,7 @@
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#include "Soldier Control.h"
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#endif
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INT8 EffectiveStrength( SOLDIERTYPE * pSoldier )
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INT8 EffectiveStrength( SOLDIERTYPE *pSoldier)
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{
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INT8 bBandaged;
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INT32 iEffStrength;
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@@ -29,9 +29,9 @@ INT8 EffectiveStrength( SOLDIERTYPE * pSoldier )
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bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
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if (pSoldier->stats.bStrength > 0)
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{
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iEffStrength = pSoldier->stats.bStrength / 2;
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iEffStrength += (pSoldier->stats.bStrength / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
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{
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iEffStrength = ( pSoldier->stats.bStrength )/ 2;
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iEffStrength += ( (pSoldier->stats.bStrength ) / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
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}
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else
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{
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@@ -164,7 +164,7 @@ INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier )
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iEffExpLevel -= 1;
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}
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}
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if (iEffExpLevel > 10)
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{
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// can't go over 10 - SANDRO
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@@ -476,7 +476,7 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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case OPEN_WITH_CROWBAR:
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// Add for crowbar...
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iSkill = EffectiveStrength( pSoldier ) + 20;
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fForceDamnSound = TRUE;
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fForceDamnSound = TRUE;
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break;
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case SMASH_DOOR_CHECK:
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@@ -546,6 +546,14 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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iSkill /= 2;
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}
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}
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break;
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case ATTACH_POWER_PACK: // added by Flugente
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// technicians can attach it, other people can'
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if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
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iSkill = 100;
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else
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iSkill = 0;
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break;
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default:
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iSkill = 0;
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