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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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@@ -590,11 +590,9 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
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pCorpse->pAniTile->uiUserData = iIndex;
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pCorpse->iID = iIndex;
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#ifdef ENABLE_ZOMBIES
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// copy name of corpse definition...
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memcpy( &(pCorpse->name), &(pCorpseDef->name), sizeof(CHAR16) * 10 );
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pCorpse->name[9] = '\0';
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#endif
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pCorpse->fActivated = TRUE;
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@@ -865,7 +863,6 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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Corpse.usFlags |= ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE;
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}
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#ifdef ENABLE_ZOMBIES
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// Flugente Zombies: Determine if a zombie can rise from this corpse
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switch ( gGameExternalOptions.sZombieRiseBehaviour )
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{
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@@ -900,7 +897,6 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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// Flugente: copy name of soldier...
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memcpy( &(Corpse.name), &(pSoldier->name), sizeof(CHAR16) * 10 );
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Corpse.name[9] = '\0';
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#endif
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// if this soldier's uniform was damaged (gunfire, blade attacks, explosions) then don't allow to take the uniform. We can't stay hidden if we're covered in blood :-)
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if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_VEST )
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@@ -2090,10 +2086,8 @@ BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS )
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gTempObject[0]->data.sObjectFlag |= CORPSE_NO_PANTS;
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#ifdef ENABLE_ZOMBIES
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if ( pCorpse->def.usFlags & ROTTING_CORPSE_NEVER_RISE_AGAIN )
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gTempObject[0]->data.sObjectFlag |= CORPSE_NO_ZOMBIE_RISE;
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#endif
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// now we have to get the correct flags for the object from the corpse, so that upon recreating the corpse, it looks the same
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UINT8 headpal = 0, skinpal = 0, vestpal = 0, pantspal = 0;
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@@ -2341,11 +2335,9 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
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Corpse.fHeadTaken = FALSE;
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Corpse.ubAIWarningValue = 20;
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#ifdef ENABLE_ZOMBIES
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// Flugente: use zombie name (it's the only way this will ever be relevant again anyway)
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swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
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Corpse.name[9] = '\0';
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#endif
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INT32 iCorpseID = AddRottingCorpse( &Corpse );
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@@ -2361,11 +2353,9 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
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if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_PANTS )
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gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_PANTS;
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#ifdef ENABLE_ZOMBIES
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if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_ZOMBIE_RISE )
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gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
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#endif
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return TRUE;
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}
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@@ -2585,7 +2575,6 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
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return( ubHighestWarning );
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}
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#ifdef ENABLE_ZOMBIES
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// Flugente Zombies: resurrect zombies
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void RaiseZombies( void )
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{
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@@ -3011,7 +3000,6 @@ BOOLEAN CorpseOkToSpawnZombie( ROTTING_CORPSE * pCorpse, UINT16* pAnimState )
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return( canbezombie );
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}
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#endif
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// Flugente: can we take the clothes of this corpse?
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// calling this with NULL for soldier will give a general answer for any bodytype
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