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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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@@ -46,6 +46,7 @@
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#include "Soldier macros.h"
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#include "Soldier Profile.h"
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#include "NPC.h"
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#include "drugs and alcohol.h" // added by Flugente
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#endif
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#ifdef JA2UB
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@@ -1879,6 +1880,16 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
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}
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}
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// Flugente: drugs can alter our perception
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if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_PERCEPTION ] )
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{
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iPoints += 1;
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}
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else if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_PERCEPTION ] )
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{
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iPoints -= 1;
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}
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// if he's a computer soldier
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// CJC note: this will affect friendly AI as well...
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