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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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+17
-13
@@ -20,6 +20,7 @@
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#define PTR_STANDING (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND)
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#define PTR_PRONE (gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_PRONE)
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#define DRUG_TYPE_MAX 20
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// TEMP VALUES FOR NAMES
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#define MAXCIVLASTNAMES 30
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@@ -611,12 +612,12 @@ class STRUCT_Drugs//last edited at version 102
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{
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public:
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void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
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INT8 bFutureDrugEffect[2]; // value to represent effect of a needle
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INT8 bDrugEffectRate[2]; // represents rate of increase and decrease of effect
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INT8 bDrugEffect[2]; // value that affects AP & morale calc ( -ve is poorly )
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INT8 bDrugSideEffectRate[2]; // duration of negative AP and morale effect
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INT8 bDrugSideEffect[2]; // duration of negative AP and morale effect
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INT8 bTimesDrugUsedSinceSleep[2];
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INT8 bFutureDrugEffect[DRUG_TYPE_MAX]; // value to represent effect of a needle
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INT8 bDrugEffectRate[DRUG_TYPE_MAX]; // represents rate of increase and decrease of effect
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INT8 bDrugEffect[DRUG_TYPE_MAX]; // value that affects AP & morale calc ( -ve is poorly )
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INT8 bDrugSideEffectRate[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
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INT8 bDrugSideEffect[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
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INT8 bTimesDrugUsedSinceSleep[DRUG_TYPE_MAX];
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};
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class STRUCT_TimeCounters//last edited at version 102
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@@ -1324,7 +1325,10 @@ public:
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void SoldierInventoryCoolDown( void ); // Flugente FTW 1: Cool down all items in inventory
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BOOLEAN IsWeaponMounted( void ); // determine if we receive a bonus for mounting our weapon on something
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OBJECTTYPE* GetUsedWeapon( OBJECTTYPE * pObj ); // if in an underbarrel fire mode, return underbarrel weapon
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UINT16 GetUsedWeaponNumber( OBJECTTYPE * pObj ); // if in an underbarrel fire mode, return number of underbarrel weapon
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UINT16 GetUsedWeaponNumber( OBJECTTYPE * pObj ); // if in an underbarrel fire mode, return number of underbarrel weapon
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// returns damage resistance in percent
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INT32 GetDamageResistance( BOOLEAN fAutoResolve = FALSE, BOOLEAN fCalcBreathLoss = FALSE);
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}; // SOLDIERTYPE;
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@@ -2018,12 +2022,12 @@ public:
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INT8 bSleepDrugCounter;
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UINT8 ubMilitiaKills;
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INT8 bFutureDrugEffect[2]; // value to represent effect of a needle
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INT8 bDrugEffectRate[2]; // represents rate of increase and decrease of effect
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INT8 bDrugEffect[2]; // value that affects AP & morale calc ( -ve is poorly )
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INT8 bDrugSideEffectRate[2]; // duration of negative AP and morale effect
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INT8 bDrugSideEffect[2]; // duration of negative AP and morale effect
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INT8 bTimesDrugUsedSinceSleep[2];
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INT8 bFutureDrugEffect[DRUG_TYPE_MAX]; // value to represent effect of a needle
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INT8 bDrugEffectRate[DRUG_TYPE_MAX]; // represents rate of increase and decrease of effect
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INT8 bDrugEffect[DRUG_TYPE_MAX]; // value that affects AP & morale calc ( -ve is poorly )
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INT8 bDrugSideEffectRate[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
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INT8 bDrugSideEffect[DRUG_TYPE_MAX]; // duration of negative AP and morale effect
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INT8 bTimesDrugUsedSinceSleep[DRUG_TYPE_MAX];
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INT8 bBlindedCounter;
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BOOLEAN fMercCollapsedFlag;
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