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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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@@ -8635,12 +8635,14 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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INT8 bStatLoss = 0;
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UINT8 ubAmmoType;
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#ifdef ENABLE_ZOMBIES
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if ( pTarget->IsZombie() && gGameExternalOptions.fZombieOnlyHeadshotsWork )
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{
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// if bullet does not hits anything other than the head, it doesn't do any damage
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if ( ubHitLocation != AIM_SHOT_HEAD )
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return 0;
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}
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#endif
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// NOTE: reduction of bullet impact due to range and obstacles is handled
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// in MoveBullet.
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