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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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@@ -8601,16 +8601,15 @@ void HandleTacticalStoreInvItem( void )
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}
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// calculate needed APs
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if (gGameOptions.fInventoryCostsAP)
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if ( UsingInventoryCostsAPSystem() )
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{
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APTotalCost += GetInvMovementCost(&pSoldier->inv[HANDPOS], HANDPOS, ubStoreSlot );
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if( !EnoughPoints( pSoldier, APTotalCost, 0, TRUE ) )
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return;
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}
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return;
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// move item from HANDPOS to found ubStoreSlot
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if (gGameOptions.fInventoryCostsAP)
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// move item from HANDPOS to found ubStoreSlot
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DeductPoints( pSoldier, APTotalCost, 0 );
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}
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pSoldier->inv[HANDPOS].MoveThisObjectTo(pSoldier->inv[ubStoreSlot], 1, pSoldier);
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@@ -8687,7 +8686,7 @@ void HandleTacticalTakeInvItem( INT32 iType )
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pSoldier->usQuickItemId = pSoldier->inv[ubItemSlot].usItem;
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pSoldier->ubQuickItemSlot = ubItemSlot;
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if (gGameOptions.fInventoryCostsAP)
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if ( UsingInventoryCostsAPSystem() )
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{
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APTotalCost += GetInvMovementCost(&pSoldier->inv[ubItemSlot], ubItemSlot, HANDPOS);
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if( !EnoughPoints( pSoldier, APTotalCost, 0, TRUE ) )
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@@ -8705,7 +8704,7 @@ void HandleTacticalTakeInvItem( INT32 iType )
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HandleTBSwapHands();
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// move item to handpos
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if (gGameOptions.fInventoryCostsAP)
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if ( UsingInventoryCostsAPSystem() )
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DeductPoints( pSoldier, APTotalCost, 0 );
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pSoldier->inv[ubItemSlot].MoveThisObjectTo(pSoldier->inv[HANDPOS], 1, pSoldier);
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@@ -8753,7 +8752,7 @@ void HandleTacticalDropItem( UINT8 ubSlot )
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if( pSoldier->inv[ ubSlot ].exists() )
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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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APTotalCost += GetInvMovementCost(&pSoldier->inv[ubSlot], ubSlot, HANDPOS);
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APTotalCost += GetBasicAPsToPickupItem( pSoldier );
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