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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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@@ -844,7 +844,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
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{
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for(INT16 i = 0; i < pObj->ubNumberOfObjects; ++i) // ... there might be multiple items here (item stack), so for each one ...
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{
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FLOAT newguntemperature = 0.0;
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FLOAT newguntemperature = 0.0f;
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if ( !fSetZero && gGameExternalOptions.fSetZeroUponNewSector )
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{
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@@ -855,7 +855,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
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if ( Item[gWorldItems[ uiCount ].object.usItem].barrel == TRUE ) // ... a barrel lying around cools down a bit faster ...
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cooldownfactor *= gGameExternalOptions.iCooldownModificatorLonelyBarrel;
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newguntemperature = max(0.0, guntemperature - cooldownfactor); // ... calculate new temperature ...
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newguntemperature = max(0.0f, guntemperature - cooldownfactor); // ... calculate new temperature ...
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}
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(*pObj)[i]->data.bTemperature = newguntemperature; // ... set new temperature
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@@ -869,7 +869,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
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{
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if ( iter->exists() && Item[ iter->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) )
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{
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FLOAT newtemperature = 0.0;
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FLOAT newtemperature = 0.0f;
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if ( !fSetZero && gGameExternalOptions.fSetZeroUponNewSector )
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{
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@@ -877,7 +877,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
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FLOAT cooldownfactor = GetItemCooldownFactor( &(*iter) ); // ... get cooldown factor ...
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newtemperature = max(0.0, temperature - cooldownfactor); // ... calculate new temperature ...
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newtemperature = max(0.0f, temperature - cooldownfactor); // ... calculate new temperature ...
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}
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(*iter)[i]->data.bTemperature = newtemperature; // ... set new temperature
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