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