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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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@@ -1867,7 +1867,7 @@ BOOLEAN ExecuteOverhead( )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - hack! - resolve possible pending interrupt
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if(GetSoldier(&pSoldier, gusSelectedSoldier) && gGameOptions.fImprovedInterruptSystem )
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if ( GetSoldier(&pSoldier, gusSelectedSoldier) && UsingImprovedInterruptSystem() )
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{
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if ( pSoldier->bActive )
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{
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@@ -2858,7 +2858,7 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for movement type of interupt, resolve it here
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if ( gGameOptions.fImprovedInterruptSystem )
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if ( UsingImprovedInterruptSystem() )
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{
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if ( ResolvePendingInterrupt( pSoldier, MOVEMENT_INTERRUPT ) )
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{
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@@ -9521,7 +9521,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-shot type of interupt, try to resolve it now
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if ( gGameOptions.fImprovedInterruptSystem )
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if ( UsingImprovedInterruptSystem() )
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{
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if ( ResolvePendingInterrupt( pSoldier, AFTERSHOT_INTERRUPT ) )
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{
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