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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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@@ -58,6 +58,8 @@
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// THE_BOB : added for pocket popup definitions
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#include <map>
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#include "popup_definition.h"
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#include "drugs and alcohol.h"
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#endif
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#ifdef JA2UB
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@@ -1251,6 +1253,8 @@ std::map<UINT8,popupDef> LBEPocketPopup;
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// { /* Knife Pocket */ 5, 0, 1, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} }
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//};
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DRUGTYPE Drug[DRUG_TYPE_MAX];
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BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness )
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{
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if ( Item[usItemIndex].ubCoolness == 0 && !fIgnoreCoolness )
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@@ -10594,6 +10598,16 @@ INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
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bonus += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
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}
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// Flugente: drugs can alter our sight
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if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_VISION ] )
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{
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bonus += 10;
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}
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else if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_VISION ] )
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{
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bonus -= 10;
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}
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// SANDRO - STOMP traits - Scouting bonus for sight range with binoculars and similar
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
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{
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@@ -10731,6 +10745,12 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
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}
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}
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// Flugente: drugs can alter our vision
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if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_TUNNELVISION ] )
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{
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bonus = __min(100, bonus + 25);
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}
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if ( !PTR_OURTEAM ) // Madd: adjust tunnel vision by difficulty level
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bonus /= gGameOptions.ubDifficultyLevel;
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