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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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@@ -5009,7 +5009,7 @@ void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo )
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - hack! - an interrupt pending before shot
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if ( gGameOptions.fImprovedInterruptSystem )
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if ( UsingImprovedInterruptSystem() )
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{
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if ( ResolvePendingInterrupt( this, BEFORESHOT_INTERRUPT ) )
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{
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@@ -14451,7 +14451,7 @@ void SOLDIERTYPE::SoldierInventoryCoolDown( void )
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// handle flashlight. This is necessary in this location, as we need to do this at least once per turn
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this->HandleFlashLights( );
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if ( !gGameExternalOptions.fWeaponOverheating && !gGameOptions.fFoodSystem )
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if ( !gGameExternalOptions.fWeaponOverheating && !UsingFoodSystem() )
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return;
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INT8 numStacks = (INT8)this->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
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@@ -16811,7 +16811,7 @@ void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm )
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// execute swap
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if ( handCanMove == TRUE && searchitemCanMove == TRUE )
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{
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if ( gGameOptions.fInventoryCostsAP )
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if ( UsingInventoryCostsAPSystem() )
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{
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UINT16 APTotalCost = 0;
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@@ -17243,7 +17243,7 @@ INT8 SOLDIERTYPE::GetSoldierProfileType( UINT8 usTeam )
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// Flugente: do we have a specific background flag?
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BOOLEAN SOLDIERTYPE::HasBackgroundFlag( UINT64 aFlag )
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{
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if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE )
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if ( UsingBackGroundSystem() && this->ubProfile != NO_PROFILE )
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{
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if ( zBackground[gMercProfiles[this->ubProfile].usBackground].uiFlags & aFlag )
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return TRUE;
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@@ -17254,7 +17254,7 @@ BOOLEAN SOLDIERTYPE::HasBackgroundFlag( UINT64 aFlag )
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INT16 SOLDIERTYPE::GetBackgroundValue( UINT16 aNr )
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{
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if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE )
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if ( UsingBackGroundSystem() && this->ubProfile != NO_PROFILE )
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{
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return zBackground[gMercProfiles[this->ubProfile].usBackground].value[aNr];
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}
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@@ -19096,7 +19096,7 @@ void SOLDIERTYPE::PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc )
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void SOLDIERTYPE::PrintFoodDesc( CHAR16* apStr, BOOLEAN fFullDesc )
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{
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if ( !gGameOptions.fFoodSystem )
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if ( !UsingFoodSystem() )
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return;
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// only for living mercs with a profile
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@@ -22735,7 +22735,7 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
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}
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// Flugente: Third, heal damage from starvation if possible
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if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && ubAmountRegained > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
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if ( !UsingFoodSystem() || ( ubAmountRegained > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
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{
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// if we have a damaged stat here
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if ( pSoldier->usStarveDamageHealth > 0 )
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