Bugfixes (by Flugente)

- added a flag that drastically lowers the time needed for drug evaluations
- FIX: fixed a but that could lead to iron sights be used although they were forbidden
- FIX: scopes/sights are also selectable if they do not have a magnification factor (1.0 is used)
- FIX: sector cooldown to zero didn't work as intended

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-07-09 08:50:26 +00:00
parent 66a2a41f7d
commit 5c3115d743
7 changed files with 82 additions and 18 deletions
+1 -1
View File
@@ -2096,7 +2096,7 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
{
// if gGameExternalOptions.fZombieSpawnWaves is true, zombies will spawn from all corpses (while there is still room for more), creating a wave of zombies. with lots of bodies lying around, this can be a lot.
// if GameExternalOptions.fZombieSpawnWaves is false, each zombie can spawn randomly, you will get zombies on msot turns, but they won't spawn a whole horde at once
if ( ( gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) || !gGameExternalOptions.fZombieSpawnWaves )
if ( !gGameExternalOptions.fZombieSpawnWaves || ( gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) )
{
ROTTING_CORPSE * pCorpse;
BOOLEAN zombieshaverisen = FALSE;