- 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
@@ -310,7 +310,9 @@ enum
SOLDIER_CLASS_ELITE_MILITIA,
SOLDIER_CLASS_CREATURE,
SOLDIER_CLASS_MINER,
#ifdef ENABLE_ZOMBIES
SOLDIER_CLASS_ZOMBIE,
#endif
};
#define SOLDIER_CLASS_ENEMY( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_ADMINISTRATOR ) && ( bSoldierClass <= SOLDIER_CLASS_ARMY ) )
@@ -1358,8 +1360,10 @@ public:
INT16 GetSoldierCriticalDamageBonus( void ); // Flugente: determines critical damage bonus depending on class, skill, etc.
#ifdef ENABLE_ZOMBIES
// Flugente: Zombies
BOOLEAN IsZombie( void );
#endif
// Flugente: poison system
// These functions might one day be modified by traits etc. We'll keep that in these functions and not clutter the rest of the code