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:
Flugente
2016-01-31 17:54:51 +00:00
parent c0bf35543f
commit d1e1759aa2
37 changed files with 2010 additions and 2238 deletions
+8 -18
View File
@@ -6242,16 +6242,14 @@ void ExitCombatMode( )
// unused
//gfForceMusicToTense = TRUE;
#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 );
BetweenTurnsVisibilityAdjustments();
@@ -6311,15 +6309,14 @@ void SetEnemyPresence( )
#endif
{
#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 );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
@@ -6658,15 +6655,14 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
// Begin tense music....
// unused
//gfForceMusicToTense = TRUE;
#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 );
return( TRUE );
@@ -7082,10 +7078,8 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
return( FALSE );
}
#ifdef ENABLE_ZOMBIES
if ( HostileZombiesPresent() ) //Madd: got tired of the victory music playing right after the zombies arose
return FALSE;
#endif
// OK, this is to releave infinate looping...becasue we can kill guys in this function
if ( gfKillingGuysForLosingBattle )
@@ -7802,7 +7796,6 @@ UINT8 NumEnemyInSector( )
}
#ifdef ENABLE_ZOMBIES
UINT8 NumZombiesInSector( )
{
SOLDIERTYPE *pTeamSoldier;
@@ -7822,7 +7815,6 @@ UINT8 NumZombiesInSector( )
return( ubNumZombies );
}
#endif
UINT8 NumEnemyInSectorExceptCreatures()
{
@@ -10056,7 +10048,6 @@ BOOLEAN HostileBloodcatsPresent( )
return( FALSE );
}
#ifdef ENABLE_ZOMBIES
BOOLEAN HostileZombiesPresent( )
{
INT32 iLoop;
@@ -10079,7 +10070,6 @@ BOOLEAN HostileZombiesPresent( )
return( FALSE );
}
#endif
void HandleCreatureTenseQuote( )
{