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