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Feature change - Bobby Ray Selection on New Game screen split into two items: Quality and Quantity. Selectors allow for full 1-10 range of quality (coolness) / quantity multipliers, instead of just 1,2,4,10.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5299 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+408
-238
File diff suppressed because it is too large
Load Diff
+22
-21
@@ -575,7 +575,8 @@ void InitGameOptions()
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{
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memset( &gGameOptions, 0, sizeof( GAME_OPTIONS ) );
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gGameOptions.ubBobbyRay = BR_GOOD;
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gGameOptions.ubBobbyRayQuality = BR_GOOD;
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gGameOptions.ubBobbyRayQuantity = BR_GOOD;
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gGameOptions.fGunNut = TRUE;
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gGameOptions.fAirStrikes = FALSE;
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gGameOptions.ubGameStyle = STYLE_SCIFI;
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@@ -769,7 +770,7 @@ void LoadGameExternalOptions()
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//I.M.P Character generation
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// SANDRO - some changes here
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gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 50000);
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gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 500000);
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gGameExternalOptions.fDynamicIMPProfileCost = iniReader.ReadBoolean("Recruitment Settings","DYNAMIC_IMP_PROFILE_COST",FALSE);
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gGameExternalOptions.iImpAttributePoints = iniReader.ReadInteger("Recruitment Settings","IMP_INITIAL_POINTS",500, 1, 5000);
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gGameExternalOptions.iMinAttribute = iniReader.ReadInteger("Recruitment Settings","IMP_MIN_ATTRIBUTE",35, 1, 99);
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@@ -2715,22 +2716,25 @@ void DisplayGameSettings( )
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//Display the difficulty level
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
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//Bobby Ray option
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switch ( gGameOptions.ubBobbyRay )
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{
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case BR_GOOD:
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
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break;
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case BR_GREAT:
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ] );
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break;
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case BR_EXCELLENT:
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ] );
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break;
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case BR_AWESOME:
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ] );
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break;
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}
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//Bobby Ray option 1
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if ( gGameOptions.ubBobbyRayQuality >= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
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else if ( gGameOptions.ubBobbyRayQuality >= BR_GREAT && gGameOptions.ubBobbyRayQuality < BR_EXCELLENT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
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else if ( gGameOptions.ubBobbyRayQuality >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuality < BR_AWESOME )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
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//Bobby Ray option 2
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if ( gGameOptions.ubBobbyRayQuantity >= BR_GOOD && gGameOptions.ubBobbyRayQuantity < BR_GREAT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
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else if ( gGameOptions.ubBobbyRayQuantity >= BR_GREAT && gGameOptions.ubBobbyRayQuantity < BR_EXCELLENT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
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else if ( gGameOptions.ubBobbyRayQuantity >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuantity < BR_AWESOME )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
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// Item Progress Speed Option
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switch( gGameOptions.ubProgressSpeedOfItemsChoices )
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@@ -2752,9 +2756,6 @@ void DisplayGameSettings( )
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break;
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}
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// Kaiden: Following Line was commented out (Extra Bobby Rays Setting always displays Normal)
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
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// Iron Man Mode
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] );
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+2
-1
@@ -212,7 +212,8 @@ typedef struct
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UINT8 ubDifficultyLevel;
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BOOLEAN fTurnTimeLimit;
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BOOLEAN fIronManMode;
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UINT8 ubBobbyRay;
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UINT8 ubBobbyRayQuality;
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UINT8 ubBobbyRayQuantity;
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UINT8 ubInventorySystem;
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UINT8 ubAttachmentSystem;
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UINT8 ubSquadSize;
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+8
-8
@@ -716,11 +716,11 @@ void DailyUpdateOfBobbyRaysNewInventory()
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}
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//if the item isn't already on order
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2));
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2));
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//if the qty on hand is half the desired amount or fewer
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2 )
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{
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// remember value of the "previously eligible" flag
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fPrevElig = LaptopSaveInfo.BobbyRayInventory[ i ].fPreviouslyEligible;
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@@ -732,7 +732,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder > 0 )
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{
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// if this is the first day the player is eligible to have access to this thing
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, add fresh inventory",usItemIndex));
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// eliminate the ordering delay and stock the items instantly!
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@@ -767,7 +767,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
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{
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//if the used item isn't already on order
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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//if we don't have ANY
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
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@@ -792,7 +792,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder > 0 )
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{
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// if this is the first day the player is eligible to have access to this thing
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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// eliminate the ordering delay and stock the items instantly!
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// This is just a way to reward the player right away for making progress without the reordering lag...
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@@ -818,7 +818,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
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Assert(usItemIndex < MAXITEMS);
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// formulas below will fail if there are more items already in stock than optimal
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//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
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//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity) ;
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Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
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@@ -827,7 +827,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
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{
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if (ubBobbyRayNewUsed == BOBBY_RAY_NEW)
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{
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ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay, ubCurrentlyOnHand);
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ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity, ubCurrentlyOnHand);
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}
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else
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{
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@@ -814,7 +814,7 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
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else // new
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{
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// Madd
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pInventoryArray[i].ubQtyOnHand = ubNumBought * gGameOptions.ubBobbyRay;
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pInventoryArray[i].ubQtyOnHand = ubNumBought * gGameOptions.ubBobbyRayQuantity;
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pInventoryArray[i].ubItemQuality = 100;
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}
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}
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+2
-1
@@ -2831,7 +2831,8 @@ void DoneFadeOutForExitMPHScreen( void )
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gGameOptions.fTurnTimeLimit = FALSE;
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// Bobby Rays - why would we want anything less than the best
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gGameOptions.ubBobbyRay = BR_AWESOME;
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gGameOptions.ubBobbyRayQuality = BR_AWESOME;
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gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
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gubMPHExitScreen = INTRO_SCREEN;
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+2
-1
@@ -786,7 +786,8 @@ void DoneFadeOutForExitMPJScreen( void )
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gGameOptions.fTurnTimeLimit = FALSE;
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// Bobby Rays - why would we want anything less than the best
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gGameOptions.ubBobbyRay = BR_AWESOME;
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gGameOptions.ubBobbyRayQuality = BR_AWESOME;
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gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
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gubMPJExitScreen = MP_CONNECT_SCREEN;
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+2
-2
@@ -586,8 +586,8 @@ void DoneFadeOutForExitMPSScreen( void )
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gGameOptions.fTurnTimeLimit = FALSE;
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// Bobby Rays - why would we want anything less than the best
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gGameOptions.ubBobbyRay = BR_AWESOME;
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gGameOptions.ubBobbyRayQuality = BR_AWESOME;
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gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
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gubMPSExitScreen = INTRO_SCREEN;
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@@ -2380,7 +2380,8 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
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gGameOptions.ubDifficultyLevel=cl_lan->soubDifficultyLevel;
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gGameOptions.fNewTraitSystem = cl_lan->soubSkillTraits;
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gGameOptions.fIronManMode=cl_lan->sofIronManMode;
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gGameOptions.ubBobbyRay=cl_lan->soubBobbyRay;
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gGameOptions.ubBobbyRayQuality=cl_lan->soubBobbyRayQuality;
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gGameOptions.ubBobbyRayQuantity=cl_lan->soubBobbyRayQuantity;
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// Set Bobby Ray "Under Construction"?
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if(!cl_lan->disableBobbyRay)
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@@ -2605,7 +2606,8 @@ void reapplySETTINGS()
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gGameOptions.ubDifficultyLevel=gMPServerSettings.soubDifficultyLevel;
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gGameOptions.fNewTraitSystem = gMPServerSettings.soubSkillTraits;
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gGameOptions.fIronManMode=gMPServerSettings.sofIronManMode;
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gGameOptions.ubBobbyRay=gMPServerSettings.soubBobbyRay;
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gGameOptions.ubBobbyRayQuality=gMPServerSettings.soubBobbyRayQuality;
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gGameOptions.ubBobbyRayQuantity=gMPServerSettings.soubBobbyRayQuantity;
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// Set Bobby Ray "Under Construction"?
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if(!gMPServerSettings.disableBobbyRay)
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@@ -72,7 +72,8 @@ typedef struct
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UINT8 soubSkillTraits;
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BOOLEAN sofTurnTimeLimit;
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BOOLEAN sofIronManMode;
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UINT8 soubBobbyRay;
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UINT8 soubBobbyRayQuality;
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UINT8 soubBobbyRayQuantity;
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UINT8 maxMercs;
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UINT8 client_num;
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char client_name[30];
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@@ -691,7 +691,8 @@ void requestSETTINGS(RPCParameters *rpcParameters )
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lan.secondsPerTick = gSecondsPerTick;
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// WANNE.MP: Check
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lan.soubBobbyRay = BR_AWESOME;
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lan.soubBobbyRayQuality = BR_AWESOME;
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lan.soubBobbyRayQuantity = BR_AWESOME;
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lan.sofGunNut = TRUE;
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lan.soubGameStyle = STYLE_REALISTIC;
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lan.soubDifficultyLevel = gDifficultyLevel;
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+5
-5
@@ -1449,11 +1449,11 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
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swprintf( zDifString, L"%s %s", gzGIOScreenText[ GIO_EASY_TEXT + SaveGameHeader.sInitialGameOptions.ubDifficultyLevel - 1 ], zSaveLoadText[ SLG_DIFF ] );
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//make a string containing the extended options
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swprintf( zMouseHelpTextString, L"%20ls %22ls %22ls %22ls", zDifString,
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SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GOOD ? zSaveLoadText[ SLG_BR_GOOD_TEXT ] : (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GREAT ? zSaveLoadText[ SLG_BR_GREAT_TEXT ]: (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_EXCELLENT ? zSaveLoadText[ SLG_BR_EXCELLENT_TEXT ]: zSaveLoadText[ SLG_BR_AWESOME_TEXT ])),
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SaveGameHeader.sInitialGameOptions.fGunNut ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
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SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_SCIFI ? zSaveLoadText[ SLG_SCIFI ] : (SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_PLATINUM ? zSaveLoadText[ SLG_PLATINUM ]: zSaveLoadText[ SLG_REALISTIC ]) );
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swprintf( zMouseHelpTextString, L"%20ls %d %d %22ls %22ls", zDifString,
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SaveGameHeader.sInitialGameOptions.ubBobbyRayQuality,
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SaveGameHeader.sInitialGameOptions.ubBobbyRayQuantity,
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SaveGameHeader.sInitialGameOptions.fGunNut ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
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SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_SCIFI ? zSaveLoadText[ SLG_SCIFI ] : (SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_PLATINUM ? zSaveLoadText[ SLG_PLATINUM ]: zSaveLoadText[ SLG_REALISTIC ]) );
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//The date
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DrawTextToScreen( zMouseHelpTextString, (UINT16)(usPosX+SLG_DATE_OFFSET_X), (UINT16)(usPosY+SLG_DATE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
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@@ -989,9 +989,9 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
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}
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//Madd: Bobby Ray's will sell higher coolness stuff if it's used, and may also have a better selection at the start of the game, depending on selection
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if ( (bArmsDealer == bobbyRaysID || armsDealerInfo[bArmsDealer].useBRSetting) && gGameOptions.ubBobbyRay > BR_GOOD )
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if ( (bArmsDealer == bobbyRaysID || armsDealerInfo[bArmsDealer].useBRSetting) && gGameOptions.ubBobbyRayQuality > BR_GOOD )
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{
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ubMaxCoolness += gGameOptions.ubBobbyRay - 1;
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ubMaxCoolness += gGameOptions.ubBobbyRayQuality - 1;
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if (fUsed )
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{
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ubMaxCoolness += 1;
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@@ -1013,8 +1013,8 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
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ubMaxCoolness += 1;
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if (gGameExternalOptions.tonyUsesBRSetting) {
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ubMinCoolness += gGameOptions.ubBobbyRay / 3;
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ubMaxCoolness += gGameOptions.ubBobbyRay;
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ubMinCoolness += gGameOptions.ubBobbyRayQuality / 3;
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ubMaxCoolness += gGameOptions.ubBobbyRayQuality;
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}
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}
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else if (bArmsDealer == ARMS_DEALER_DEVIN)
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@@ -1027,8 +1027,8 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
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}
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if (gGameExternalOptions.devinUsesBRSetting) {
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ubMinCoolness += gGameOptions.ubBobbyRay / 3;
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ubMaxCoolness += gGameOptions.ubBobbyRay;
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ubMinCoolness += gGameOptions.ubBobbyRayQuality / 3;
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ubMaxCoolness += gGameOptions.ubBobbyRayQuality;
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}
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}
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*/
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@@ -1136,7 +1136,7 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
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// Madd
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if ( !fDealerIsSelling && fBobbyRay )
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ubChance = min(100,gGameOptions.ubBobbyRay * ubChance);
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ubChance = min(100,gGameOptions.ubBobbyRayQuality * ubChance);
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// if there's any uncertainty
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if ((ubChance > 0) && (ubChance < 100))
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@@ -1150,7 +1150,7 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
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ubChance /= 2;
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if ( fBobbyRay )
|
||||
ubChance /= gGameOptions.ubBobbyRay;
|
||||
ubChance /= gGameOptions.ubBobbyRayQuality;
|
||||
}
|
||||
|
||||
// used items are traded more rarely
|
||||
|
||||
@@ -1641,6 +1641,8 @@ enum
|
||||
|
||||
SLG_SQUAD_SIZE_RES_ERROR,
|
||||
|
||||
SLG_BR_QUANTITY_TEXT,
|
||||
|
||||
TEXT_NUM_SLG_TEXT,
|
||||
};
|
||||
extern STR16 zSaveLoadText[];
|
||||
@@ -1780,6 +1782,7 @@ enum
|
||||
GIO_NCTH_TITLE_TEXT,
|
||||
GIO_IIS_TITLE_TEXT,
|
||||
GIO_OVERHEATING_TITLE_TEXT,
|
||||
GIO_BR_QUANTITY_TEXT,
|
||||
|
||||
////////////////////////////////////
|
||||
TEXT_NUM_GIO_TEXT
|
||||
|
||||
@@ -4964,7 +4964,7 @@ STR16 zSaveLoadText[] =
|
||||
L"难度", //"Difficulty",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
|
||||
L"Bobby Ray 库存",
|
||||
L"Bobby Ray Quality", //TODO.Translate
|
||||
L"一般",
|
||||
L"较多",
|
||||
L"很多",
|
||||
@@ -4974,6 +4974,7 @@ STR16 zSaveLoadText[] =
|
||||
L"新携行系统无法使用默认的 Data 文件夹,请仔细读说明。",
|
||||
|
||||
L"当前分辨率不支持存档文件的小队人数,请增加分辨率再试。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5258,7 +5259,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"随时存盘",
|
||||
L"铁人模式",
|
||||
L"在Demo中禁用",
|
||||
L"Bobby Ray商店库存",
|
||||
L"Bobby Ray Quality", //TODO.Translate
|
||||
L"极少",
|
||||
L"较少",
|
||||
L"一般",
|
||||
@@ -5315,6 +5316,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"新命中率系统(NCTH)", //L"New Chance to Hit System",
|
||||
L"改进的中断系统(IIS)", //L"Improved Interrupt System",
|
||||
L"武器过热", //L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4963,16 +4963,17 @@ STR16 zSaveLoadText[] =
|
||||
L"Moeilijkheid",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
|
||||
L"Bobby Ray's",
|
||||
L"Good Selection",
|
||||
L"Great Selection",
|
||||
L"Excellent Selection",
|
||||
L"Awesome Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Good",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
L"Awesome",
|
||||
|
||||
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
|
||||
L"New Inventory does not work from the default 'Data' folder.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5257,7 +5258,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Save Anytime",
|
||||
L"Iron Man",
|
||||
L"Niet mogelijk bij Demo",
|
||||
L"Bobby Ray's Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Good",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
@@ -5317,6 +5318,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4962,16 +4962,17 @@ STR16 zSaveLoadText[] =
|
||||
L"Difficulty",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
|
||||
L"Bobby Ray's",
|
||||
L"Normal Selection",
|
||||
L"Great Selection",
|
||||
L"Excellent Selection",
|
||||
L"Awesome Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Normal",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
L"Awesome",
|
||||
|
||||
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
|
||||
L"New Inventory does not work from the default 'Data' folder.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
|
||||
@@ -5256,7 +5257,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Save Anytime",
|
||||
L"Iron Man",
|
||||
L"Disabled for Demo",
|
||||
L"Bobby Ray's Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Normal",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
@@ -5314,6 +5315,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4953,16 +4953,17 @@ STR16 zSaveLoadText[] =
|
||||
L"Difficulté",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
|
||||
L"Bobby Ray",
|
||||
L"Bonne Selection",
|
||||
L"Meilleure Selection",
|
||||
L"Excellente Selection",
|
||||
L"Superbe Selection",
|
||||
L"Bobby Ray Qualité",
|
||||
L"Bonne",
|
||||
L"Meilleure",
|
||||
L"Excellente",
|
||||
L"Superbe",
|
||||
|
||||
L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.",
|
||||
L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
|
||||
L"Bobby Ray Quantité",
|
||||
};
|
||||
|
||||
|
||||
@@ -5247,7 +5248,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Sauv. à volonté",
|
||||
L"Iron Man",
|
||||
L"Désactivé pour la démo",
|
||||
L"Selection de Bobby Ray",
|
||||
L"Qualité de Bobby Ray",
|
||||
L"Bonne",
|
||||
L"Meilleure",
|
||||
L"Excellente",
|
||||
@@ -5305,6 +5306,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Quantité de Bobby Ray",//TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4810,7 +4810,7 @@ STR16 zSaveLoadText[] =
|
||||
L"SciFi-Stil",
|
||||
L"Schwierigkeit",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
L"Bobby Ray's",
|
||||
L"Bobby Ray Quality", //TODO.Translate
|
||||
L"Normale Auswahl",
|
||||
L"Große Auswahl",
|
||||
L"Ausgezeichnete Auswahl",
|
||||
@@ -4820,6 +4820,7 @@ STR16 zSaveLoadText[] =
|
||||
L"Neues Inventar funktioniert nicht mit dem ausgewählten 'Data' Ordner.",
|
||||
|
||||
L"Die gespeicherte Truppengröße im Spielstand wird nicht unterstützt bei der aktullen Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
//MapScreen
|
||||
@@ -5104,7 +5105,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Jederzeit",
|
||||
L"Nicht im Kampf",
|
||||
L"Option nicht verfügbar",
|
||||
L"Bobby Ray's Auswahl",
|
||||
L"Bobby Ray Quality", //TODO.Translate
|
||||
L"Normal",
|
||||
L"Groß",
|
||||
L"Ausgezeichnet",
|
||||
@@ -5160,6 +5161,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Neues Zielsystem",
|
||||
L"Verbesserte Unterbrechungen",
|
||||
L"Waffen-Überhitzung",
|
||||
L"Bobby Ray Quantity",//TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4949,16 +4949,17 @@ STR16 zSaveLoadText[] =
|
||||
|
||||
L"Difficoltà",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
L"Bobby Ray's",
|
||||
L"Good Selection",
|
||||
L"Great Selection",
|
||||
L"Excellent Selection",
|
||||
L"Awesome Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Good",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
L"Awesome",
|
||||
|
||||
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
|
||||
L"New Inventory does not work from the default 'Data' folder.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5242,7 +5243,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Tempo illimitato",
|
||||
L"Turni a tempo",
|
||||
L"Disabilitato per Demo",
|
||||
L"Bobby Ray's Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Good",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
@@ -5303,6 +5304,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4960,7 +4960,7 @@ STR16 zSaveLoadText[] =
|
||||
L"Stopień trudnoŚci",
|
||||
L"Platynowy tryb", //Placeholder English
|
||||
|
||||
L"Wyposażenie Bobby Ray's",
|
||||
L"Bobby Ray Quality",//TODO.Translate
|
||||
L"Normalne",
|
||||
L"Świetne",
|
||||
L"WyŚmienite",
|
||||
@@ -4970,6 +4970,7 @@ STR16 zSaveLoadText[] =
|
||||
L"Nowy inwentarz nie korzysta z domyŚlnego folderu 'Data'.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5253,7 +5254,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Zawsze",
|
||||
L"W czasie pokoju",
|
||||
L"Nie działa w wersji demo",
|
||||
L"Wyposażenie Bobby Ray's",
|
||||
L"Bobby Ray Quality", //TODO.Translate
|
||||
L"Normalne",
|
||||
L"Świetne",
|
||||
L"WyŚmienite",
|
||||
@@ -5312,6 +5313,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4944,7 +4944,7 @@ STR16 zSaveLoadText[] =
|
||||
|
||||
L"Элементы фантастики",
|
||||
L"Платиновая серия",
|
||||
L"Ассортимент Бобби Рэя",
|
||||
L"Бобби Рэя Quality", //TODO.Translate
|
||||
L"Нормальный",
|
||||
L"Большой",
|
||||
L"Огромный",
|
||||
@@ -4954,6 +4954,7 @@ STR16 zSaveLoadText[] =
|
||||
L"Загрузка игры, начатой в режиме \"Нового Инвентаря\", невозможна. Установите в Ja2.ini игровую папку 'Data-1.13' и повторите попытку.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5237,7 +5238,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"в любое время",
|
||||
L"лишь в мирное",
|
||||
L"Отключено в демо-версии",
|
||||
L"Ассортимент Бобби Рэя",
|
||||
L"Бобби Рэя Quality", //TODO.Translate
|
||||
L"хороший",
|
||||
L"большой",
|
||||
L"огромный",
|
||||
@@ -5296,6 +5297,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
@@ -4964,16 +4964,17 @@ STR16 zSaveLoadText[] =
|
||||
L"Difficulty",
|
||||
L"Platinum Mode", //Placeholder English
|
||||
|
||||
L"Bobby Ray's",
|
||||
L"Normal Selection",
|
||||
L"Great Selection",
|
||||
L"Excellent Selection",
|
||||
L"Awesome Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Normal",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
L"Awesome",
|
||||
|
||||
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
|
||||
L"New Inventory does not work from the default 'Data' folder.",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
|
||||
@@ -5259,7 +5260,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Iron Man",
|
||||
L"Disabled for Demo",
|
||||
|
||||
L"Bobby Ray's Selection",
|
||||
L"Bobby Ray Quality",
|
||||
L"Normal",
|
||||
L"Great",
|
||||
L"Excellent",
|
||||
@@ -5319,6 +5320,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
|
||||
Reference in New Issue
Block a user