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o if set to off, no zombies will spawn. This can also be changed in mid-game o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746 o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation) o The zombie option can only be enabled in a single player game o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
49 lines
1.5 KiB
C
49 lines
1.5 KiB
C
#ifndef __SKILL_CHECK_H
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#define __SKILL_CHECK_H
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#include "types.h"
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#include "Soldier Control.h"
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extern void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT16 *pusPoints );
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extern INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
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extern INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
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extern INT8 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
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extern INT8 EffectiveStrength( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveWisdom( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveAgility( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveDexterity( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
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enum SkillChecks
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{
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NO_CHECK = 0,
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LOCKPICKING_CHECK,
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ELECTRONIC_LOCKPICKING_CHECK,
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ATTACHING_DETONATOR_CHECK,
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ATTACHING_REMOTE_DETONATOR_CHECK,
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PLANTING_BOMB_CHECK,
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PLANTING_REMOTE_BOMB_CHECK,
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OPEN_WITH_CROWBAR,
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SMASH_DOOR_CHECK,
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DISARM_TRAP_CHECK,
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UNJAM_GUN_CHECK,
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NOTICE_DART_CHECK,
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LIE_TO_QUEEN_CHECK,
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ATTACHING_SPECIAL_ITEM_CHECK,
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ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK,
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DISARM_ELECTRONIC_TRAP_CHECK,
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ATTACH_POWER_PACK, // Flugente: attach a power pack to power armor
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} ;
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#endif |