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
-32
View File
@@ -150,10 +150,8 @@ extern BOOLEAN gfShiftBombPlant;
#define MIN_SUBSEQUENT_SNDS_DELAY 2000
#include "connect.h"
#ifdef ENABLE_ZOMBIES
extern void TeleportSelectedSoldier( void );
extern BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode );
#endif
// Flugente: external sector data
extern SECTOR_EXT_DATA SectorExternalData[256][4];
@@ -1369,11 +1367,7 @@ MERCPROFILESTRUCT& MERCPROFILESTRUCT::operator=(const OLD_MERCPROFILESTRUCT_101&
this->records.usKillsAdmins = (src.usKills / 4);
this->records.usKillsHostiles = 0;
this->records.usKillsCreatures = 0;
#ifdef ENABLE_ZOMBIES
this->records.usKillsZombies = 0;
#endif
this->records.usKillsTanks = 0;
this->records.usKillsOthers = 0;
this->records.usAssistsMercs = (src.usAssists * 3 / 4);
@@ -9363,7 +9357,6 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void )
this->ubPendingDirection = bNewDirection;
//this->usPendingAnimation = CLIMBUPROOF;
#ifdef ENABLE_ZOMBIES
// Flugente: In case an animation is missing (zombies with bodytype of civilians), we TELEPORT instead
if ( IsAnimationValidForBodyType( this, CLIMBUPROOF ) == FALSE )
{
@@ -9373,9 +9366,6 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void )
}
else
this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0, FALSE );
#else
this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0, FALSE );
#endif
this->InternalReceivingSoldierCancelServices( FALSE );
this->InternalGivingSoldierCancelServices( FALSE );
@@ -10059,15 +10049,12 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
}
}
}
#ifdef ENABLE_ZOMBIES
else if ( this->IsZombie( ) && this->stats.bLife > 0 && this->stats.bLife < OKLIFE )
{
// a zombie doesn't automatically die, so he would normally stand up again after being hit.
// We don't want that, because he is dying, so we manually skip that animation
this->usPendingAnimation = NO_PENDING_ANIMATION;
}
#endif
if ( fShowDamage )
{
@@ -10776,7 +10763,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
}
}
}
#ifdef ENABLE_ZOMBIES
else if ( pSoldier->IsZombie( ) ) // Madd: add zombie sounds
{
if ( ubSoundID == BATTLE_SOUND_DIE1 )
@@ -10796,7 +10782,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
}
}
}
#endif
else
{
if ( ubSoundID == BATTLE_SOUND_DIE1 )
@@ -11054,7 +11039,6 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void )
this->ubPendingDirection = bNewDirection;
#ifdef ENABLE_ZOMBIES
// Flugente: In case an animation is missing (zombies with bodytype of civilians), we TELEPORT instead
if ( IsAnimationValidForBodyType( this, JUMPDOWNWALL ) == FALSE )
{
@@ -11064,9 +11048,6 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void )
}
else
this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0, FALSE );
#else
this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0, FALSE );
#endif
this->InternalReceivingSoldierCancelServices( FALSE );
this->InternalGivingSoldierCancelServices( FALSE );
@@ -12330,7 +12311,6 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
}
else
{
#ifdef ENABLE_ZOMBIES
// Flugente: civilians can be zombies too, but they do not have a 'punch' animation. Simple fix: They 'attack' without animation...
// CHECK IF WE CAN DO THIS ANIMATION!
if ( this->IsZombie( ) && IsAnimationValidForBodyType( this, PUNCH ) == FALSE )
@@ -12397,13 +12377,10 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
}
else
{
#endif
// Flugente: zombies do not kick
BOOLEAN nokick = FALSE;
#ifdef ENABLE_ZOMBIES
if ( this->IsZombie( ) )
nokick = TRUE;
#endif
// Look at stance of target
switch ( gAnimControl[pTSoldier->usAnimState].ubEndHeight )
@@ -12547,9 +12524,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
}
break;
#ifdef ENABLE_ZOMBIES
}
#endif
}
}
@@ -14543,8 +14518,6 @@ INT32 SOLDIERTYPE::GetDamageResistance( BOOLEAN fAutoResolve, BOOLEAN fCalcBreat
resistance += gGameExternalOptions.sEnemyRegularDamageResistance;
else if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteDamageResistance != 0 )
resistance += gGameExternalOptions.sEnemyEliteDamageResistance;
#ifdef ENABLE_ZOMBIES
else if ( IsZombie( ) )
{
if ( fCalcBreathLoss )
@@ -14552,7 +14525,6 @@ INT32 SOLDIERTYPE::GetDamageResistance( BOOLEAN fAutoResolve, BOOLEAN fCalcBreat
else
resistance += gGameExternalOptions.sEnemyZombieDamageResistance;
}
#endif
}
//////////////////////////////////////////////////////////////////////////////////////
@@ -14652,11 +14624,7 @@ INT16 SOLDIERTYPE::GetSoldierCriticalDamageBonus( void )
BOOLEAN SOLDIERTYPE::IsZombie( void )
{
#ifdef ENABLE_ZOMBIES
return(ubSoldierClass == SOLDIER_CLASS_ZOMBIE);
#else
return FALSE;
#endif
}
// reset the extra stat variables