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- Made the "Zombie MOD" optional, so we can decide if we like to build an executable with/without the appearance of zombies
o See: builddefines.h: #define ENABLE_ZOMBIES (then you can turn on/off Zombies in the ingame option screen) o Poison system is still in the code and not combined with the option "Zombie MOD" o Gamers reported on the Bears Pit, that an executable compiled WITH the Zombies mod enabled makes the game unplayable slow in tactical screen after a few minutes in turn based/realtime git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -95,7 +95,9 @@ enum
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TOPTION_AUTO_FAST_FORWARD_MODE, // automatically fast forward through AI turns
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#endif
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#ifdef ENABLE_ZOMBIES
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TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
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#endif
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// arynn: Debug/Cheat
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TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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@@ -369,6 +371,7 @@ typedef struct
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//Video settings
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BOOLEAN gfVSync;
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#ifdef ENABLE_ZOMBIES
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// Flugente: zombie settings
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INT8 sZombieRiseBehaviour;
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BOOLEAN fZombieSpawnWaves;
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@@ -380,6 +383,7 @@ typedef struct
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BOOLEAN fZombieOnlyHeadshotsWork;
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INT8 sZombieDifficultyLevel;
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BOOLEAN fZombieRiseWithArmour;
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#endif
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// Flugente: poison settings
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INT32 ubPoisonBaseMedicalSkillToCure;
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