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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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@@ -305,6 +305,9 @@ public:
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INT8 bUseGivenVehicleID;
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BOOLEAN fHasKeys;
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// Flugente: do not generate new palette for soldier (for soldiers that are created from existing soldiers/corpses, like doppelgangers and zombies)
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BOOLEAN fNoGenNewPalette;
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//
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// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
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//
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@@ -420,6 +423,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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SOLDIERTYPE* TacticalCreateAdministrator();
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SOLDIERTYPE* TacticalCreateEliteEnemy();
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SOLDIERTYPE* TacticalCreateArmyTroop();
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SOLDIERTYPE* TacticalCreateZombie(); // Flugente Zombies
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SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass );
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SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
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