mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
Removed ENABLE_ZOMBIES-define
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8047 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4640,11 +4640,9 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
|
||||
case SOLDIER_CLASS_CREATURE :
|
||||
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsCreatures++;
|
||||
break;
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
case SOLDIER_CLASS_ZOMBIE :
|
||||
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsZombies++;
|
||||
break;
|
||||
#endif
|
||||
default :
|
||||
if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
|
||||
gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsCreatures++;
|
||||
@@ -4856,11 +4854,9 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
|
||||
case SOLDIER_CLASS_CREATURE :
|
||||
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsCreatures++;
|
||||
break;
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
case SOLDIER_CLASS_ZOMBIE :
|
||||
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsZombies++;
|
||||
break;
|
||||
#endif
|
||||
default :
|
||||
if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
|
||||
gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsCreatures++;
|
||||
|
||||
@@ -844,9 +844,7 @@ void EndMeanwhile( )
|
||||
{
|
||||
// We leave this sector open for our POWs to escape!
|
||||
// Set music mode to enemy present!
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
|
||||
@@ -921,16 +921,14 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
|
||||
//Disable the options button when the auto resolve screen comes up
|
||||
EnableDisAbleMapScreenOptionsButton( FALSE );
|
||||
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
#ifdef NEWMUSIC
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] );
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
#ifdef JA2UB
|
||||
|
||||
@@ -1059,15 +1059,14 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
|
||||
}
|
||||
|
||||
//Set music
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
UseCreatureMusic(HostileZombiesPresent());
|
||||
#endif
|
||||
#ifdef NEWMUSIC
|
||||
|
||||
#ifdef NEWMUSIC
|
||||
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
|
||||
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
|
||||
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
|
||||
else
|
||||
#endif
|
||||
#endif
|
||||
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
||||
|
||||
if( gfTacticalTraversal && pInitiatingBattleGroup == gpTacticalTraversalGroup ||
|
||||
|
||||
Reference in New Issue
Block a user