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New feature: new drug system (by Flugente)
- added many new drug effects. A drug can now have several effects, these can be set via the <DrugType>-tag in Items.xml. - Control effect magnitude in Drugs.xml. Added new drugs in Items.xml. - gave Buns drugs in Kit 5 "Druggist" for demonstration reasons, added drugs to Howard's inventory. - see also first post in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303950#Post303950 WARNING! This will break savegame compatibility! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1793,25 +1793,25 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
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}
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// Add effects
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if ( ( pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] + ubDrugEffect[ DRUG_TYPE_ALCOHOL ] ) < 127 )
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if ( ( pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] + Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect ) < 127 )
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{
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pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] += ubDrugEffect[ DRUG_TYPE_ALCOHOL ];
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pSoldier->drugs.bFutureDrugEffect[ DRUG_TYPE_ALCOHOL ] += Drug[DRUG_TYPE_ALCOHOL].ubDrugEffect;
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}
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pSoldier->drugs.bDrugEffectRate[ DRUG_TYPE_ALCOHOL ] = ubDrugTravelRate[ DRUG_TYPE_ALCOHOL ];
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pSoldier->drugs.bDrugEffectRate[ DRUG_TYPE_ALCOHOL ] = Drug[DRUG_TYPE_ALCOHOL].ubDrugTravelRate;
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// Reset once we sleep...
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pSoldier->drugs.bTimesDrugUsedSinceSleep[ DRUG_TYPE_ALCOHOL ]++;
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// Increment side effects..
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if ( ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] + ubDrugSideEffect[ DRUG_TYPE_ALCOHOL ] ) < 127 )
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if ( ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] + Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect ) < 127 )
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{
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pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] += ( ubDrugSideEffect[ DRUG_TYPE_ALCOHOL ] );
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pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_ALCOHOL ] += ( Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect );
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}
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// Stop side effects until were done....
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pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] = 0;
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// ATE: Make guy collapse from heart attack if too much stuff taken....
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if ( pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] > ( ubDrugSideEffect[ DRUG_TYPE_ALCOHOL ] * 3 ) )
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if ( pSoldier->drugs.bDrugSideEffectRate[ DRUG_TYPE_ALCOHOL ] > ( Drug[DRUG_TYPE_ALCOHOL].ubDrugSideEffect * 3 ) )
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{
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if ( pSoldier->ubProfile == LARRY_NORMAL )
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{
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