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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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@@ -64,6 +64,8 @@
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// added by SANDRO
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#include "Game Clock.h"
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#include "Morale.h"
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// added by Flugente
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#include "drugs and alcohol.h"
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#endif
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#ifdef JA2UB
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@@ -445,7 +447,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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// If this is a player guy, show message about no APS
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if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
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{
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if ( (pSoldier->ubProfile != NO_PROFILE) && (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) )
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// Flugente: drugs can temporarily cause a merc to go psycho
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if ( (pSoldier->ubProfile != NO_PROFILE) && ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) )
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{
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// psychos might possibly switch to burst if they can
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// Changed by ADB, rev 1513
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@@ -519,7 +522,8 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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UINT32 roll;
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// SANDRO - changed Random to PreRandom to avoid save-load mania
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if((pSoldier->ubProfile != NO_PROFILE) && (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) && PreRandom(100) < 20)
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// Flugente: drugs can temporarily cause a merc to go psycho
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if((pSoldier->ubProfile != NO_PROFILE) && ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) && PreRandom(100) < 20)
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{
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chanceToMisfire = diceSides;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->name );
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