forked from github/server
In der Regel sollte create_unit() benutzt werden, um Einheiten zu erzeugen, weil dann Parteitarnung, Rasse, etc. von der erzeugenden Einheit übernommen werden.
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c91d69e379
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@ -248,7 +248,7 @@ expandrecruit(region * r, request * recruitorders)
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u->hp = u->n * unit_max_hp(u);
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u->hp = u->n * unit_max_hp(u);
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unew = u;
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unew = u;
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} else {
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} else {
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unew = createunit(r, u->faction, u->n, u->race);
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unew = create_unit(r, u->faction, u->n, u->race, 0, NULL, u);
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}
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}
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if (unew->race == new_race[RC_URUK]) {
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if (unew->race == new_race[RC_URUK]) {
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@ -3817,7 +3817,6 @@ do_battle(void)
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*/
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*/
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switch (u->status) {
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switch (u->status) {
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case ST_FLEE:
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case ST_FLEE:
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run = true;
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break;
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break;
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default:
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default:
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if ((fig->person[dt.index].flags & FL_HIT) == 0) continue;
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if ((fig->person[dt.index].flags & FL_HIT) == 0) continue;
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@ -762,7 +762,7 @@ sp_shadowcall(fighter * fi, int level, double power, spell * sp)
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break;
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break;
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}
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}
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u = createunit(r, mage->faction, force, rc);
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u = create_unit(r, mage->faction, force, rc, 0, NULL, mage);
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u->status = ST_FIGHT;
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u->status = ST_FIGHT;
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set_string(&u->name, racename(mage->faction->locale, u, u->race));
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set_string(&u->name, racename(mage->faction->locale, u, u->race));
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@ -770,9 +770,6 @@ sp_shadowcall(fighter * fi, int level, double power, spell * sp)
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set_level(u, SK_AUSDAUER, (int)(power/2));
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set_level(u, SK_AUSDAUER, (int)(power/2));
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u->hp = u->number * unit_max_hp(u);
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u->hp = u->number * unit_max_hp(u);
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(u, UFL_PARTEITARNUNG);
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a = a_new(&at_unitdissolve);
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a = a_new(&at_unitdissolve);
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a->data.ca[0] = 0;
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a->data.ca[0] = 0;
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a->data.ca[1] = 100;
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a->data.ca[1] = 100;
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@ -793,7 +790,7 @@ sp_wolfhowl(fighter * fi, int level, double power, spell * sp)
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unit *mage = fi->unit;
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unit *mage = fi->unit;
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attrib *a;
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attrib *a;
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int force = (int)(get_force(power, 3)/2);
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int force = (int)(get_force(power, 3)/2);
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unit *u = createunit(r, mage->faction, force, new_race[RC_WOLF]);
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unit *u = create_unit(r, mage->faction, force, new_race[RC_WOLF], 0, NULL, mage);
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unused(sp);
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unused(sp);
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u->status = ST_FIGHT;
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u->status = ST_FIGHT;
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@ -830,7 +827,7 @@ sp_shadowknights(fighter * fi, int level, double power, spell * sp)
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unused(sp);
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unused(sp);
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u = createunit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT]);
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u = create_unit(r, mage->faction, force, new_race[RC_SHADOWKNIGHT], 0, NULL, mage);
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u->status = ST_FIGHT;
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u->status = ST_FIGHT;
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set_string(&u->name, "Schattenritter");
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set_string(&u->name, "Schattenritter");
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@ -1730,7 +1727,7 @@ sp_undeadhero(fighter * fi, int level, double power, spell * sp)
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}
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}
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if (j > 0) {
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if (j > 0) {
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unit * u = createunit(r, mage->faction, 0, new_race[RC_UNDEAD]);
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unit * u = create_unit(r, mage->faction, 0, new_race[RC_UNDEAD], 0, NULL, mage);
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/* new units gets some stats from old unit */
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/* new units gets some stats from old unit */
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set_string(&u->name, du->name);
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set_string(&u->name, du->name);
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@ -2543,16 +2543,12 @@ init_used_faction_ids(void)
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}
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}
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unit *
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void
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make_undead_unit(region * r, faction * f, int n, const struct race * rc)
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make_undead_unit(unit * u)
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{
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{
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unit *u;
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u = createunit(r, f, n, rc);
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set_order(&u->lastorder, NULL);
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set_order(&u->lastorder, NULL);
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name_unit(u);
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name_unit(u);
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fset(u, UFL_ISNEW);
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fset(u, UFL_ISNEW);
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return u;
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}
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}
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void
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void
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@ -920,7 +920,7 @@ extern int findoption(const char *s, const struct locale * lang);
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extern char buf[BUFSIZE + 1];
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extern char buf[BUFSIZE + 1];
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/* special units */
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/* special units */
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struct unit *make_undead_unit(struct region * r, struct faction * f, int n, const struct race * rc);
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void make_undead_unit(struct unit *);
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extern struct region *regions;
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extern struct region *regions;
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extern struct faction *factions;
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extern struct faction *factions;
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@ -614,7 +614,7 @@ sp_summon_familiar(castorder *co)
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target_region = rconnect(r,d);
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target_region = rconnect(r,d);
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}
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}
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familiar = createunit(target_region, mage->faction, 1, rc);
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familiar = create_unit(target_region, mage->faction, 1, rc, 0, NULL, mage);
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if (target_region==mage->region) {
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if (target_region==mage->region) {
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familiar->building = mage->building;
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familiar->building = mage->building;
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familiar->ship = mage->ship;
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familiar->ship = mage->ship;
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@ -3225,11 +3225,7 @@ sp_unholypower(castorder *co)
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/* Verletzungsanteil der transferierten Personen berechnen */
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/* Verletzungsanteil der transferierten Personen berechnen */
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wounds = wounds*n/u->number;
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wounds = wounds*n/u->number;
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un = createunit(co->rt, u->faction, 0, target_race);
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un = create_unit(co->rt, u->faction, 0, target_race, 0, NULL, u);
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if (co->rt==u->region) {
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un->building = u->building;
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un->ship = u->ship;
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}
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transfermen(u, un, n);
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transfermen(u, un, n);
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un->hp = unit_max_hp(un)*n - wounds;
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un->hp = unit_max_hp(un)*n - wounds;
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ADDMSG(&co->rt->msgs, msg_message("unholypower_limitedeffect",
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ADDMSG(&co->rt->msgs, msg_message("unholypower_limitedeffect",
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@ -3502,13 +3498,7 @@ sp_summonshadow(castorder *co)
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unit *u;
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unit *u;
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int val;
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int val;
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u = createunit(r, mage->faction, (int)(force*force), new_race[RC_SHADOW]);
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u = create_unit(r, mage->faction, (int)(force*force), new_race[RC_SHADOW], 0, NULL, mage);
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if (r==mage->region) {
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u->building = mage->building;
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u->ship = mage->ship;
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}
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(u, UFL_PARTEITARNUNG);
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/* Bekommen Tarnung = (Magie+Tarnung)/2 und Wahrnehmung 1. */
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/* Bekommen Tarnung = (Magie+Tarnung)/2 und Wahrnehmung 1. */
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val = get_level(mage, SK_MAGIC) + get_level(mage, SK_STEALTH);
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val = get_level(mage, SK_MAGIC) + get_level(mage, SK_STEALTH);
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@ -3549,13 +3539,7 @@ sp_summonshadowlords(castorder *co)
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int cast_level = co->level;
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int cast_level = co->level;
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double force = co->force;
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double force = co->force;
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u = createunit(r, mage->faction, (int)(force*force), new_race[RC_SHADOWLORD]);
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u = create_unit(r, mage->faction, (int)(force*force), new_race[RC_SHADOWLORD], 0, NULL, mage);
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if (r==mage->region) {
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u->building = mage->building;
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u->ship = mage->ship;
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}
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(u, UFL_PARTEITARNUNG);
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/* Bekommen Tarnung = Magie und Wahrnehmung 5. */
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/* Bekommen Tarnung = Magie und Wahrnehmung 5. */
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set_level(u, SK_STEALTH, get_level(mage, SK_MAGIC));
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set_level(u, SK_STEALTH, get_level(mage, SK_MAGIC));
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@ -3786,13 +3770,8 @@ sp_summonundead(castorder *co)
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race = new_race[RC_GHOUL];
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race = new_race[RC_GHOUL];
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}
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}
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u = make_undead_unit(r, mage->faction, undead, race);
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u = create_unit(r, mage->faction, undead, race, 0, NULL, mage);
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if (r==mage->region) {
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make_undead_unit(u);
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u->building = mage->building;
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u->ship = mage->ship;
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}
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if (fval(mage, UFL_PARTEITARNUNG))
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fset(u, UFL_PARTEITARNUNG);
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sprintf(buf, "%s erweckt %d Untote aus ihren Gräbern.",
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sprintf(buf, "%s erweckt %d Untote aus ihren Gräbern.",
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unitname(mage), undead);
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unitname(mage), undead);
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@ -5432,14 +5411,9 @@ sp_clonecopy(castorder *co)
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return 0;
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return 0;
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}
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}
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clone = createunit(target_region, mage->faction, 1, new_race[RC_CLONE]);
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if (target_region==mage->region) {
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clone->building = mage->building;
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clone->ship = mage->ship;
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}
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clone->status = ST_FLEE;
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sprintf(buf, "Klon von %s", unitname(mage));
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sprintf(buf, "Klon von %s", unitname(mage));
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set_string(&clone->name, buf);
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clone = create_unit(target_region, mage->faction, 1, new_race[RC_CLONE], 0, buf, mage);
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clone->status = ST_FLEE;
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fset(clone, UFL_LOCKED);
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fset(clone, UFL_LOCKED);
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create_newclone(mage, clone);
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create_newclone(mage, clone);
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@ -5485,7 +5459,7 @@ sp_dreamreading(castorder *co)
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return 0;
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return 0;
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}
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}
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u2=createunit(u->region,mage->faction, RS_FARVISION, new_race[RC_SPELL]);
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u2 = createunit(u->region,mage->faction, RS_FARVISION, new_race[RC_SPELL]);
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set_number(u2, 1);
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set_number(u2, 1);
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set_string(&u2->name, "sp_dreamreading");
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set_string(&u2->name, "sp_dreamreading");
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u2->age = 2; /* Nur für diese Runde. */
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u2->age = 2; /* Nur für diese Runde. */
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@ -73,10 +73,9 @@ age_undead(unit *u)
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for (m = u->number; m; m--)
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for (m = u->number; m; m--)
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if (rand() % 100 < UNDEAD_BREAKUP_FRACTION)
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if (rand() % 100 < UNDEAD_BREAKUP_FRACTION)
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n++;
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n++;
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u2 = make_undead_unit(r, findfaction(MONSTER_FACTION), 0, new_race[RC_UNDEAD]);
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u2 = create_unit(r, findfaction(MONSTER_FACTION), 0, new_race[RC_UNDEAD], 0, NULL, u);
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make_undead_unit(u2);
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transfermen(u, u2, u->number - n);
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transfermen(u, u2, u->number - n);
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u2->building = u->building;
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u2->ship = u->ship;
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}
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}
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}
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}
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