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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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@@ -4598,9 +4598,11 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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case SOLDIER_CLASS_CREATURE :
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gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsCreatures++;
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break;
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE :
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gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsZombies++;
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break;
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#endif
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default :
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if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
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gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsCreatures++;
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@@ -4789,9 +4791,11 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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case SOLDIER_CLASS_CREATURE :
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gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsCreatures++;
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break;
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE :
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gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsZombies++;
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break;
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#endif
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default :
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if ( CREATURE_OR_BLOODCAT( pTarget->pSoldier ) )
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gMercProfiles[ pKiller->pSoldier->ubProfile ].records.usKillsCreatures++;
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