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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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@@ -310,7 +310,9 @@ enum
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SOLDIER_CLASS_ELITE_MILITIA,
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SOLDIER_CLASS_CREATURE,
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SOLDIER_CLASS_MINER,
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#ifdef ENABLE_ZOMBIES
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SOLDIER_CLASS_ZOMBIE,
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#endif
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};
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#define SOLDIER_CLASS_ENEMY( bSoldierClass ) ( ( bSoldierClass >= SOLDIER_CLASS_ADMINISTRATOR ) && ( bSoldierClass <= SOLDIER_CLASS_ARMY ) )
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@@ -1358,8 +1360,10 @@ public:
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INT16 GetSoldierCriticalDamageBonus( void ); // Flugente: determines critical damage bonus depending on class, skill, etc.
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#ifdef ENABLE_ZOMBIES
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// Flugente: Zombies
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BOOLEAN IsZombie( void );
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#endif
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// Flugente: poison system
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// 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
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