diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index a363755c..f1df4ae1 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -6677,7 +6677,9 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) return( FALSE ); } - + if ( HostileZombiesPresent() ) //Madd: got tired of the victory music playing right after the zombies arose + return FALSE; + // OK, this is to releave infinate looping...becasue we can kill guys in this function if ( gfKillingGuysForLosingBattle ) { diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 42202199..dd608752 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -2281,6 +2281,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier) StartEnemyTaunt( pSoldier, TAUNT_SEEK_NOISE ); else if (pSoldier->aiData.bAction == AI_ACTION_RUN_AWAY ) StartEnemyTaunt( pSoldier, TAUNT_RUN_AWAY ); + else if ( pSoldier->IsZombie() ) // Madd: Zombies randomly moan... + pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_LAUGH1 ) ); } } case AI_ACTION_APPROACH_MERC: // walk up to someone to talk