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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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@@ -172,12 +172,14 @@ void CreatureCall( SOLDIERTYPE * pCaller );
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INT8 CreatureDecideAction( SOLDIERTYPE * pCreature );
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void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
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// Flugente: Zombie AI
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INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
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void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
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#ifdef ENABLE_ZOMBIES
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// Flugente: Zombie AI
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INT8 ZombieDecideAction( SOLDIERTYPE * pZombie );
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void ZombieDecideAlertStatus( SOLDIERTYPE *pZombie );
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// a variant of ClosestSeenOpponent(...), that allows zombies
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INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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// a variant of ClosestSeenOpponent(...), that allows zombies
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INT32 ClosestSeenOpponentforZombie(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
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#endif
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INT8 CrowDecideAction( SOLDIERTYPE * pSoldier );
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void DecideAlertStatus( SOLDIERTYPE *pSoldier );
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@@ -241,9 +243,11 @@ INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel
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// HEADROCK HAM B2.7: Functions to assist group AI
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// WANNE: Headrock informed me that I should disable these 3 functions in code, because they need a lot of CPU during AI calculation.
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/*
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INT16 AssessTacticalSituation( INT8 bSide );
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BOOLEAN TeamSeesOpponent( INT8 bSide, SOLDIERTYPE * pOpponent );
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INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy );
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*/
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// SANDRO - added following functions
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BOOLEAN DoctorIsPresent( SOLDIERTYPE * pPatient, BOOLEAN fOnDoctorAssignmentCheck );
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