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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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@@ -847,9 +847,11 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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}
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break;
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE:
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// zombies get no items at all...
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break;
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#endif
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}
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for ( i = 0; i < pp->Inv.size(); i++ )
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@@ -1056,8 +1058,11 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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bStatus += (INT8)(HighestPlayerProgressPercentage() / 10);
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bStatus = (INT8)min( 100, bStatus );
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break;
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE:
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bStatus = (INT8)(1); // if a zombie gets anything, it'll be broken
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#endif
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default:
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bStatus = (INT8)(50 + Random( 51 ) );
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break;
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@@ -2111,8 +2116,11 @@ void ChooseFaceGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp )
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break;
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case SOLDIER_CLASS_ADMINISTRATOR:
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case SOLDIER_CLASS_GREEN_MILITIA:
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#ifdef ENABLE_ZOMBIES
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case SOLDIER_CLASS_ZOMBIE:
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#endif
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break;
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}
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}
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