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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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@@ -213,11 +213,9 @@ void CreatureCall( SOLDIERTYPE * pCaller );
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INT8 CreatureDecideAction( SOLDIERTYPE * pCreature );
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void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
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#ifdef ENABLE_ZOMBIES
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// Flugente: Zombie AI
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INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
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void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
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#endif
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// Flugente: Zombie AI
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INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
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void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
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// a variant of ClosestSeenOpponent(...), that allows to find enemies on a roof
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INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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@@ -1284,8 +1284,6 @@ INT16 ActionInProgress(SOLDIERTYPE *pSoldier)
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void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
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{
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#ifdef ENABLE_ZOMBIES
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// added by Flugente: static pointers, used to break out of an endless circles (currently only used for zombie AI)
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static SOLDIERTYPE* pLastDecisionSoldier = NULL;
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static INT16 lastdecisioncount = 0;
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@@ -1312,7 +1310,7 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
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pLastDecisionSoldier = pSoldier;
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lastdecisioncount = 0;
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}
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#endif
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// yikes, this shouldn't occur! we should be trying to finish our move!
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// pSoldier->flags.fNoAPToFinishMove = FALSE;
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@@ -1475,9 +1473,7 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
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{
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// turn based... abort this guy's turn
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EndAIGuysTurn( pSoldier );
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#ifdef ENABLE_ZOMBIES
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lastdecisioncount = 0;
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#endif
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}
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}
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else
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@@ -2716,11 +2716,9 @@ UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier )
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bDifficulty = 4;
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break;
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE:
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bDifficulty = bDifficultyBase;
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break;
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#endif
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default:
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if (pSoldier->bTeam == CREATURE_TEAM)
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+1926
-1932
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