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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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@@ -5113,7 +5113,10 @@ STR16 zOptionsToggleText[] =
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L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns
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#endif
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#ifdef ENABLE_ZOMBIES
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L"Allow Zombies", // Flugente Zombies 1.0
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#endif
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L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
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L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
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@@ -5226,7 +5229,10 @@ STR16 zOptionsScreenHelpText[] =
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L"When ON, AI turns will be much faster.",
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#endif
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#ifdef ENABLE_ZOMBIES
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L"When ON, zombies will spawn. Be aware!", // allow zombies
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#endif
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
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L"Force all pending Bobby Ray shipments",
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
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