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The following options have been moved from the campaign the campaign start screen to JA2_Options.ini:
- Maximum number of IMPs (now MAX_IMP_CHARACTERS (Default: 10)) - Enemies drop all items (now DROP_ALL (Default: FALSE)) - Merc Story Backgrounds (now BACKGROUNDS (Default: TRUE)) - Food System (now FOOD (Default: FALSE)) - Improved Interrupt System (now IMPROVED_INTERRUPT_SYSTEM (Default: TRUE)) - Inventory Manipulation Costs AP (now INVENTORY_MANIPULATION_COSTS_AP (Default: FALSE)) For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23855&goto=354656&#msg_354656 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-10
@@ -1485,7 +1485,7 @@ BOOLEAN CanCharacterPatient( SOLDIERTYPE *pSoldier )
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return ( TRUE );
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// Flugente: stats can also be damaged
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if ( !gGameOptions.fFoodSystem || ( gGameOptions.fFoodSystem && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold ) )
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if ( !UsingFoodSystem() || ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold ) )
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{
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if ( pSoldier->usStarveDamageHealth > 0 || pSoldier->usStarveDamageStrength > 0 )
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return ( TRUE );
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@@ -3134,7 +3134,7 @@ UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts,
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ReducePointsForFatigue( pDoctor, &usHealPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pDoctor, &usHealPts );
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// count how much medical supplies we have
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@@ -3228,7 +3228,7 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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ReducePointsForFatigue( pSoldier, &usRepairPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pSoldier, &usRepairPts );
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// figure out what shape his "equipment" is in ("coming" in JA3: Viagra - improves the "shape" your "equipment" is in)
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@@ -3313,7 +3313,7 @@ UINT8 CalculateCleaningPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxP
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ReducePointsForFatigue( pSoldier, &usCleaningPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pSoldier, &usCleaningPts );
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// return current cleaning pts
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@@ -4047,7 +4047,7 @@ void UpdatePatientsWhoAreDoneHealing( void )
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if ( IS_PATIENT(pTeamSoldier->bAssignment) && !IS_DOCTOR(pTeamSoldier->bAssignment) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
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{
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// Flugente: stats can also be damaged
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if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && pTeamSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pTeamSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
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if ( !UsingFoodSystem() || ( pTeamSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pTeamSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
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{
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if ( pTeamSoldier->usStarveDamageHealth > 0 || pTeamSoldier->usStarveDamageStrength > 0 )
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fHasDamagedStat = TRUE;
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@@ -7068,7 +7068,7 @@ INT16 GetBonusTrainingPtsDueToInstructor( SOLDIERTYPE *pInstructor, SOLDIERTYPE
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ReducePointsForFatigue( pInstructor, &uiTrainingPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pInstructor, &uiTrainingPts );
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sTrainingPts = (INT16)uiTrainingPts;
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@@ -7187,7 +7187,7 @@ INT16 GetSoldierTrainingPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pus
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ReducePointsForFatigue( pSoldier, &uiTrainingPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pSoldier, &uiTrainingPts );
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sTrainingPts = (INT16)uiTrainingPts;
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@@ -7311,7 +7311,7 @@ INT16 GetSoldierStudentPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pusM
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ReducePointsForFatigue( pSoldier, &uiTrainingPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pSoldier, &uiTrainingPts );
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sTrainingPts = (INT16)uiTrainingPts;
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@@ -8763,7 +8763,7 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
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ReducePointsForFatigue( pTrainer, &uiTrainingPts );
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// Flugente: our food situation influences our effectiveness
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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ReducePointsForHunger( pTrainer, &uiTrainingPts );
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sTotalTrainingPts = (INT16)uiTrainingPts;
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@@ -18578,7 +18578,7 @@ UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier )
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}
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// Flugente: ubNeedForSleep can now be influenced by our food situation
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if ( gGameOptions.fFoodSystem )
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if ( UsingFoodSystem() )
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FoodNeedForSleepModifiy(pSoldier, &ubNeedForSleep);
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return( ubNeedForSleep );
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