- 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
This commit is contained in:
Wanne
2012-07-04 10:30:13 +00:00
parent e8027d6663
commit f40e7fb118
42 changed files with 2827 additions and 2479 deletions
+4
View File
@@ -95,7 +95,9 @@ enum
TOPTION_AUTO_FAST_FORWARD_MODE, // automatically fast forward through AI turns
#endif
#ifdef ENABLE_ZOMBIES
TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
#endif
// arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER,
@@ -369,6 +371,7 @@ typedef struct
//Video settings
BOOLEAN gfVSync;
#ifdef ENABLE_ZOMBIES
// Flugente: zombie settings
INT8 sZombieRiseBehaviour;
BOOLEAN fZombieSpawnWaves;
@@ -380,6 +383,7 @@ typedef struct
BOOLEAN fZombieOnlyHeadshotsWork;
INT8 sZombieDifficultyLevel;
BOOLEAN fZombieRiseWithArmour;
#endif
// Flugente: poison settings
INT32 ubPoisonBaseMedicalSkillToCure;