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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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@@ -171,6 +171,14 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
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void CreatureCall( SOLDIERTYPE * pCaller );
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INT8 CreatureDecideAction( SOLDIERTYPE * pCreature );
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void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
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// Flugente: Zombie AI
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INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
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void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
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// a variant of ClosestSeenOpponent(...), that allows zombies
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INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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INT8 CrowDecideAction( SOLDIERTYPE * pSoldier );
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void DecideAlertStatus( SOLDIERTYPE *pSoldier );
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INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier );
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