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Feature enhancement: Drop All now allows to use the following settings:
0 = Drop All is off and drop chances are used 1 = Drop All is on and everything is dropped 2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8675 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6915,7 +6915,9 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
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{
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(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
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// silversurfer: externalized this
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//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
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(*pObj)[0]->data.objectStatus -= Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
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(*pObj)[0]->data.objectStatus = min( max( (*pObj)[0]->data.objectStatus, 1 ), 100 ); // never below 1% or above 100%
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(*pObj)[0]->data.sRepairThreshold = max( 1, min( 100, ((*pObj)[0]->data.objectStatus + 200) / 3 ) );
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