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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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@@ -265,6 +265,8 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "Directional") == 0 ||
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strcmp(name, "DrugType") == 0 ||
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strcmp(name, "BlockIronSight") == 0 ||
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// Flugente: poison system
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strcmp(name, "PoisonPercentage") == 0 ||
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strcmp(name, "fFlags") == 0 ))
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{
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@@ -1331,6 +1333,12 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curItem.blockironsight = (BOOLEAN) atol(pData->szCharData);
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}
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// Flugente poison system
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else if(strcmp(name, "PoisonPercentage") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curItem.bPoisonPercentage = (INT16) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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@@ -1947,6 +1955,9 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile,"\t\t<BlockIronSight>%d</BlockIronSight>\r\n", Item[cnt].blockironsight );
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// Flugente poison system
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", Item[cnt].bPoisonPercentage );
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FilePrintf(hFile,"\t</ITEM>\r\n");
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}
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FilePrintf(hFile,"</ITEMLIST>\r\n");
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