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