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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
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+8
-18
@@ -6242,16 +6242,14 @@ void ExitCombatMode( )
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// unused
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//gfForceMusicToTense = TRUE;
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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BetweenTurnsVisibilityAdjustments();
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@@ -6311,15 +6309,14 @@ void SetEnemyPresence( )
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#endif
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{
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
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@@ -6658,15 +6655,14 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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// Begin tense music....
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// unused
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//gfForceMusicToTense = TRUE;
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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return( TRUE );
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@@ -7082,10 +7078,8 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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return( FALSE );
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}
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#ifdef ENABLE_ZOMBIES
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if ( HostileZombiesPresent() ) //Madd: got tired of the victory music playing right after the zombies arose
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return FALSE;
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#endif
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// OK, this is to releave infinate looping...becasue we can kill guys in this function
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if ( gfKillingGuysForLosingBattle )
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@@ -7802,7 +7796,6 @@ UINT8 NumEnemyInSector( )
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}
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#ifdef ENABLE_ZOMBIES
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UINT8 NumZombiesInSector( )
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{
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SOLDIERTYPE *pTeamSoldier;
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@@ -7822,7 +7815,6 @@ UINT8 NumZombiesInSector( )
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return( ubNumZombies );
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}
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#endif
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UINT8 NumEnemyInSectorExceptCreatures()
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{
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@@ -10056,7 +10048,6 @@ BOOLEAN HostileBloodcatsPresent( )
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return( FALSE );
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}
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#ifdef ENABLE_ZOMBIES
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BOOLEAN HostileZombiesPresent( )
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{
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INT32 iLoop;
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@@ -10079,7 +10070,6 @@ BOOLEAN HostileZombiesPresent( )
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return( FALSE );
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}
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#endif
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void HandleCreatureTenseQuote( )
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{
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