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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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@@ -2469,13 +2469,13 @@ void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE *
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//Not meant for use in OAS.
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Assert(UsingNewAttachmentSystem()==true);
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//OBJECTTYPE * pObj = &(pSoldier->inv[ invSlot ]);
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//If this item has any attachments, is not from a player, and is overwriteable. It's also only for guns.
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if((*pObj)[0]->AttachmentListSize() > 0 && pSoldier->bTeam != gbPlayerNum && !((*pObj).fFlags & OBJECT_NO_OVERWRITE) && Item[pObj->usItem].usItemClass == IC_GUN && !gGameOptions.fEnemiesDropAllItems){
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if((*pObj)[0]->AttachmentListSize() > 0 && pSoldier->bTeam != gbPlayerNum && !((*pObj).fFlags & OBJECT_NO_OVERWRITE) && Item[pObj->usItem].usItemClass == IC_GUN && !UsingEnemiesDropAllItemsSystem() )
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{
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UINT8 slotCount = 0;
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for(std::list<OBJECTTYPE>::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter, ++slotCount){
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for(std::list<OBJECTTYPE>::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter, ++slotCount)
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{
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//A few conditions under which we will not delete this attachment
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if(!iter->exists())
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continue;
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