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god mode cheat code tweaks + preventing ability damage
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9098 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3,7 +3,8 @@
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#include "Language Defines.h"
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#include "Language Defines.h"
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extern UINT8 gubCheatLevel;
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extern UINT8 gubCheatLevel;
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extern BOOLEAN gfGodModeCheat;
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// GLOBALS FOR CHEAT MODE......
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// GLOBALS FOR CHEAT MODE......
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#ifdef JA2TESTVERSION
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#ifdef JA2TESTVERSION
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@@ -6737,6 +6737,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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ACTIVATE_CHEAT_LEVEL();
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ACTIVATE_CHEAT_LEVEL();
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else
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else
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RESET_CHEAT_LEVEL();
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RESET_CHEAT_LEVEL();
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gfGodModeCheat = FALSE;
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#endif
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#endif
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#ifdef JA2BETAVERSION
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#ifdef JA2BETAVERSION
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@@ -90,7 +90,6 @@ INT32 giMaxMilitiaToRender = 20;//Changes depending on merc amount
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extern UINT8 gubReinforcementMinEnemyStaticGroupSize;
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extern UINT8 gubReinforcementMinEnemyStaticGroupSize;
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extern BOOLEAN gfStrategicMilitiaChangesMade;
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extern BOOLEAN gfStrategicMilitiaChangesMade;
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extern BOOLEAN gfGodModeCheat;
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extern void ResetMilitia();
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extern void ResetMilitia();
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extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier );
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extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier );
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@@ -103,7 +103,8 @@ extern BOOLEAN gfGamePaused;
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extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
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extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
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UINT8 gubCheatLevel = STARTING_CHEAT_LEVEL;
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UINT8 gubCheatLevel = STARTING_CHEAT_LEVEL;
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BOOLEAN gfGodModeCheat = FALSE;
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UINT8 gubScreenCount=0;
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UINT8 gubScreenCount=0;
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@@ -1230,6 +1231,7 @@ void ReStartingGame()
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gubCheatLevel = STARTING_CHEAT_LEVEL;
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gubCheatLevel = STARTING_CHEAT_LEVEL;
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else
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else
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gubCheatLevel = 0;
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gubCheatLevel = 0;
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gfGodModeCheat = FALSE;
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}
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}
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@@ -708,7 +708,6 @@ extern CHAR16 gzUserDefinedButton1[ 128 ];
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extern CHAR16 gzUserDefinedButton2[ 128 ];
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extern CHAR16 gzUserDefinedButton2[ 128 ];
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extern BOOLEAN gfMilitiaPopupCreated;
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extern BOOLEAN gfMilitiaPopupCreated;
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extern BOOLEAN gfGodModeCheat;
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#ifdef JA2TESTVERSION
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#ifdef JA2TESTVERSION
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extern INT16 MSYS_CurrentMX;
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extern INT16 MSYS_CurrentMX;
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@@ -1713,7 +1713,6 @@ PaletteReplacementType *guipPaletteReplacements = NULL;
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extern BOOLEAN fReDrawFace;
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extern BOOLEAN fReDrawFace;
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extern UINT8 gubWaitingForAllMercsToExitCode;
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extern UINT8 gubWaitingForAllMercsToExitCode;
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BOOLEAN gfGetNewPathThroughPeople = FALSE;
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BOOLEAN gfGetNewPathThroughPeople = FALSE;
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BOOLEAN gfGodModeCheat = FALSE;
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// LOCAL FUNCTIONS
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// LOCAL FUNCTIONS
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// DO NOT CALL UNLESS THROUGH EVENT_SetSoldierPosition
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// DO NOT CALL UNLESS THROUGH EVENT_SetSoldierPosition
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@@ -218,7 +218,6 @@ extern int iWindowedMode;
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extern OBJECTTYPE *gpItemDescObject;
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extern OBJECTTYPE *gpItemDescObject;
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extern BOOLEAN gfInItemStackPopup;
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extern BOOLEAN gfInItemStackPopup;
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extern BOOLEAN gfInKeyRingPopup;
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extern BOOLEAN gfInKeyRingPopup;
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extern BOOLEAN gfGodModeCheat;
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//Little functions called by keyboard input
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//Little functions called by keyboard input
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@@ -4,7 +4,7 @@
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#include "sgp.h"
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#include "sgp.h"
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#include "overhead types.h"
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#include "overhead types.h"
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#include "Sound Control.h"
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#include "Sound Control.h"
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#include "Cheats.h"
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#include "overhead.h"
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#include "overhead.h"
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#include "Event Pump.h"
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#include "Event Pump.h"
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#include "weapons.h"
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#include "weapons.h"
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@@ -8343,6 +8343,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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}
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}
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}
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}
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if (gfGodModeCheat && pTarget->bTeam == OUR_TEAM)
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{
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uiCritChance = 0;//no crit against player in god mode either
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}
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// SANDRO - with new traits, the chance for stat loss is higher as we are now able to repair it
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// SANDRO - with new traits, the chance for stat loss is higher as we are now able to repair it
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if ((PreRandom( uiCritChance ) + 1) > (UINT8)(gGameOptions.fNewTraitSystem ? gSkillTraitValues.ubDamageNeededToLoseStats : CRITICAL_HIT_THRESHOLD))
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if ((PreRandom( uiCritChance ) + 1) > (UINT8)(gGameOptions.fNewTraitSystem ? gSkillTraitValues.ubDamageNeededToLoseStats : CRITICAL_HIT_THRESHOLD))
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{
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{
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