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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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@@ -1058,7 +1058,7 @@ void StartInterrupt( void )
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{
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// SANDRO - we don't use the "hidden interrupt" feature with IIS
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// sevenfm: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something
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if ( !is_networked && pTempSoldier->bTeam != OUR_TEAM && !gGameOptions.fImprovedInterruptSystem )
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if ( !is_networked && pTempSoldier->bTeam != OUR_TEAM && !UsingImprovedInterruptSystem() )
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{
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// we're being interrupted by the computer!
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// we delay displaying any interrupt message until the computer does something...
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@@ -2045,7 +2045,7 @@ BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent)
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BOOLEAN fResult = FALSE;
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// sevenfm: if Ctrl+D pressed - skip all player interrupts for this turn
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if( !is_networked && !gGameOptions.fImprovedInterruptSystem && pSoldier->bTeam == OUR_TEAM && gTacticalStatus.ubDisablePlayerInterrupts )
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if( !is_networked && !UsingImprovedInterruptSystem() && pSoldier->bTeam == OUR_TEAM && gTacticalStatus.ubDisablePlayerInterrupts )
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return FALSE;
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// if opponent can't currently see us and we can see them
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@@ -2552,7 +2552,7 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
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// add this guy to everyone's interrupt queue
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AddToIntList(ubIntList[ubSmallestSlot],TRUE,TRUE);
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// SANDRO - for IIS, reset counter if we got here
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if ( gGameOptions.fImprovedInterruptSystem )
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if ( UsingImprovedInterruptSystem() )
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{
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// reset the counter
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MercPtrs[ ubIntList[ubSmallestSlot] ]->aiData.ubInterruptCounter[pSoldier->ubID] = 0;
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