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At present, units that starve to death simply vanish. I would prefer that they wreck (when wrecking is possible) instead. That behaviour would be more consistent with my reading of the docs, and it would also allow a variety of clever tricks using unit starvation to create time-delayed type changes. Attached are a patch and a sample game file demonstrating the behaviour - just move the human around until s/he starves; in present CVS the unit doesn't leave a corpse, but with my patch, it does. I don't know if there are any games that presently depend on the unit vanishing instead of wrecking on starvation; I imagine not, because someone who wanted units to vanish would generally not define a wrecked-type for them. But it might maybe have consequences for clever tricks like the "zombie" one that was described on this list a few days ago. I don't think that particular trick would break, but maybe some other might. Note that at present, several other modes of unit death also lead to vanishing instead of wrecking; the documentation leads me to believe that if the unit's HP go to 0 then the unit will wreck, always, but in fact the current behaviour is that wrecking only happens with terrain accidents, (*not* attrition!), automatic wrecking terrain, and combat. This patch also cleans up the code a little by dealing with the occupant escape issue and "use generic damage routine?" noted in the original. The "should do other hp loss consequences" comment suggests that something like this patch may have been intended anyway by whoever wrote that comment. One FIXME remains, since I don't know what to do about player notification, but the patched code is no different from the original in that respect. -- Matthew Skala mskala@ansuz.sooke.bc.ca Embrace and defend. http://ansuz.sooke.bc.ca/
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starvewreck.g
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