- 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
+12 -1
View File
@@ -79,7 +79,8 @@ ammotypeStartElementHandle(void *userData, const XML_Char *name, const XML_Char
strcmp(name, "acidic") == 0 ||
strcmp(name, "tracerEffect") == 0 ||
strcmp(name, "monsterSpit") == 0 ||
strcmp(name, "temperatureModificator") == 0 ))
strcmp(name, "temperatureModificator") == 0 ||
strcmp(name, "PoisonPercentage") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
@@ -282,6 +283,15 @@ ammotypeEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = ELEMENT;
pData->curAmmoType.temperatureModificator = (FLOAT) atof(pData->szCharData);
}
else if(strcmp(name, "PoisonPercentage") == 0)
{
pData->curElement = ELEMENT;
pData->curAmmoType.poisonPercentage = (INT16) atol(pData->szCharData);
// check: poisonPercentage must be between 0 and 100, fit bad values
pData->curAmmoType.poisonPercentage = max(0, pData->curAmmoType.poisonPercentage);
pData->curAmmoType.poisonPercentage = min(100, pData->curAmmoType.poisonPercentage);
}
pData->maxReadDepth--;
}
@@ -404,6 +414,7 @@ BOOLEAN WriteAmmoTypeStats()
FilePrintf(hFile,"\t\t<lockBustingPower>%d</lockBustingPower>\r\n", AmmoTypes[cnt].lockBustingPower );
FilePrintf(hFile,"\t\t<tracerEffect>%d</tracerEffect>\r\n", AmmoTypes[cnt].tracerEffect );
FilePrintf(hFile,"\t\t<temperatureModificator>%4.2f</temperatureModificator>\r\n", AmmoTypes[cnt].temperatureModificator );
FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", AmmoTypes[cnt].poisonPercentage );
FilePrintf(hFile,"\t</AMMOTYPE>\r\n");