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
This commit is contained in:
Flugente
2018-09-02 15:14:01 +00:00
parent 83e00b0480
commit 2dbacd32de
35 changed files with 177 additions and 1196 deletions
+3 -3
View File
@@ -1275,7 +1275,7 @@ BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness )
return FALSE;
// silversurfer: no food items if the food system is off
if ( !gGameOptions.fFoodSystem && Item[ usItemIndex ].foodtype > 0 )
if ( !UsingFoodSystem() && Item[ usItemIndex ].foodtype > 0 )
{
// Only restrict food for now. Water can be used to replenish lost energy so it is useful even without the food system.
if ( Food[Item[usItemIndex].foodtype].bFoodPoints > 0 )
@@ -3063,7 +3063,7 @@ UINT16 OBJECTTYPE::GetWeightOfObjectInStack(unsigned int index)
}
}
// account for partially eaten food
if ( gGameOptions.fFoodSystem && Item[usItem].foodtype > 0 )
if ( UsingFoodSystem() && Item[usItem].foodtype > 0 )
weight *= (FLOAT)((*this)[index])->data.objectStatus/100.0f;
}
else if ( pItem->usItemClass == IC_AMMO && gGameExternalOptions.fAmmoDynamicWeight == TRUE )//Pulmu: added weight allowance for ammo not being full
@@ -15366,7 +15366,7 @@ BOOL AddToRandomListFromItem( UINT16 usItem )
if ( Item[usItem].ubCoolness <= rditemmaxcoolness )
{
// if item is food, not drug or canteen, and food system is off, don't add this
if ( !gGameOptions.fFoodSystem && Item[usItem].foodtype > 0 && Item[usItem].drugtype == 0 && Item[usItem].canteen == 0 )
if ( !UsingFoodSystem() && Item[usItem].foodtype > 0 && Item[usItem].drugtype == 0 && Item[usItem].canteen == 0 )
;
else
randomitemarray[itemcnt++] = usItem;