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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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@@ -625,11 +625,10 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( pSoldier->usAnimState == START_COWER || pSoldier->usAnimState == START_COWER_CROUCHED || pSoldier->usAnimState == START_COWER_PRONE )
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{
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-attack type of interupt, try to resolve it now
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else if ( gGameOptions.fImprovedInterruptSystem )
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else if ( UsingImprovedInterruptSystem() )
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{
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if ( ResolvePendingInterrupt( pSoldier, AFTERACTION_INTERRUPT ) )
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{
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@@ -2286,7 +2285,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for before-attack 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, BEFORESHOT_INTERRUPT ) )
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{
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@@ -3021,7 +3020,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for after-attack 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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ResolvePendingInterrupt( pSoldier, AFTERACTION_INTERRUPT );
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}
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