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