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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:
+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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