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
+1 -13
View File
@@ -590,11 +590,9 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
pCorpse->pAniTile->uiUserData = iIndex;
pCorpse->iID = iIndex;
#ifdef ENABLE_ZOMBIES
// copy name of corpse definition...
memcpy( &(pCorpse->name), &(pCorpseDef->name), sizeof(CHAR16) * 10 );
pCorpse->name[9] = '\0';
#endif
pCorpse->fActivated = TRUE;
@@ -865,7 +863,6 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
Corpse.usFlags |= ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE;
}
#ifdef ENABLE_ZOMBIES
// Flugente Zombies: Determine if a zombie can rise from this corpse
switch ( gGameExternalOptions.sZombieRiseBehaviour )
{
@@ -900,7 +897,6 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
// Flugente: copy name of soldier...
memcpy( &(Corpse.name), &(pSoldier->name), sizeof(CHAR16) * 10 );
Corpse.name[9] = '\0';
#endif
// 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 :-)
if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_VEST )
@@ -2090,10 +2086,8 @@ BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_PANTS;
#ifdef ENABLE_ZOMBIES
if ( pCorpse->def.usFlags & ROTTING_CORPSE_NEVER_RISE_AGAIN )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_ZOMBIE_RISE;
#endif
// now we have to get the correct flags for the object from the corpse, so that upon recreating the corpse, it looks the same
UINT8 headpal = 0, skinpal = 0, vestpal = 0, pantspal = 0;
@@ -2341,11 +2335,9 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
Corpse.fHeadTaken = FALSE;
Corpse.ubAIWarningValue = 20;
#ifdef ENABLE_ZOMBIES
// Flugente: use zombie name (it's the only way this will ever be relevant again anyway)
swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
Corpse.name[9] = '\0';
#endif
INT32 iCorpseID = AddRottingCorpse( &Corpse );
@@ -2361,11 +2353,9 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_PANTS )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_PANTS;
#ifdef ENABLE_ZOMBIES
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_ZOMBIE_RISE )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
#endif
return TRUE;
}
@@ -2585,7 +2575,6 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
return( ubHighestWarning );
}
#ifdef ENABLE_ZOMBIES
// Flugente Zombies: resurrect zombies
void RaiseZombies( void )
{
@@ -3011,7 +3000,6 @@ BOOLEAN CorpseOkToSpawnZombie( ROTTING_CORPSE * pCorpse, UINT16* pAnimState )
return( canbezombie );
}
#endif
// Flugente: can we take the clothes of this corpse?
// calling this with NULL for soldier will give a general answer for any bodytype