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updated settings for JA2_Options.ini and the corresponding data in the game code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8507 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+129
-124
@@ -1077,6 +1077,101 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubShowSuppressionCountAlt = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_SUPPRESSION_COUNT_ALT", FALSE);
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gGameExternalOptions.ubShowSuppressionScaleAsterisk = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_SUPPRESSION_SCALE_ASTERISK", FALSE);
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gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE);
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// sevenfm: new mouse commands
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gGameExternalOptions.bAlternateMouseCommands = iniReader.ReadBoolean("Tactical Interface Settings", "ALTERNATE_MOUSE_COMMANDS", FALSE);
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gGameExternalOptions.iQuickItem1 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_1", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem2 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_2", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem3 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_3", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem4 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_4", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem5 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_5", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem6 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_6", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem7 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_7", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem8 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_8", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem9 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_9", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem0 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_0", 0, -100, MAXITEMS);
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// Alternative system for aiming - progressive method depending on marksmanship of Merc
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gGameExternalOptions.bAltAimEnabled = iniReader.ReadBoolean("Tactical Interface Settings","ALT_AIMING_ENABLED",FALSE);
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// Use aimed burst
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gGameExternalOptions.bAimedBurstEnabled = iniReader.ReadBoolean("Tactical Interface Settings","USE_AIMED_BURST",FALSE);
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// Penalty for aimed burst
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gGameExternalOptions.uAimedBurstPenalty = iniReader.ReadInteger("Tactical Interface Settings","AIMING_BURST_PENALTY",2, 0, 10);
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// We could see all what can see militia
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gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa = iniReader.ReadBoolean("Tactical Interface Settings","WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA",TRUE);
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// Gun supressor can deterioration
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gGameExternalOptions.bAllowWearSuppressor = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_WEAR_SUPPRESSOR",FALSE);
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// Civils don't make too much actions (for faster civils turn)
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gGameExternalOptions.bLazyCivilians = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_LAZY_CIVILIANS",FALSE);
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// Neutral civilians can detect and avoid player's mines
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gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE);
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// can extra civilians be created via LUA?
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gGameExternalOptions.bExtraCivilians = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_CIVILIANS", FALSE );
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gGameExternalOptions.bExtraMerchants = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_MERCHANTS", FALSE );
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// Add smoke after regular explosions
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gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
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// Attachments now can explode
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gGameExternalOptions.bAllowExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_EXPLOSIVE_ATTACHMENTS",FALSE);
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// <GasCan>, <Marbles> and <Alcohol> add special bonuses to explosion
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gGameExternalOptions.bAllowSpecialExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS",FALSE);
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gGameExternalOptions.fDelayedGrenadeExplosion = iniReader.ReadBoolean("Tactical Interface Settings","DELAYED_GRENADE_EXPLOSION",FALSE);
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// Chance to Say Annoying Phrase (you can just turn of it by button in game)
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gGameExternalOptions.iChanceSayAnnoyingPhrase = iniReader.ReadInteger("Tactical Interface Settings","CHANCE_SAY_ANNOYING_PHRASE",100);
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// New enemy AI for night battles
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gGameExternalOptions.bNewTacticalAIBehavior = iniReader.ReadBoolean("Tactical Interface Settings","NEW_AI_TACTICAL",FALSE);
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// sevenfm: AI tweaks and improvements
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gGameExternalOptions.fAIYellowFlanking = iniReader.ReadBoolean("Tactical Interface Settings","AI_YELLOW_FLANKING",FALSE);
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gGameExternalOptions.fAIExtraSuppression = iniReader.ReadBoolean("Tactical Interface Settings","AI_EXTRA_SUPPRESSION",FALSE);
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gGameExternalOptions.fAINewMorale = iniReader.ReadBoolean("Tactical Interface Settings","AI_NEW_MORALE",FALSE);
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gGameExternalOptions.fAIBetterCover = iniReader.ReadBoolean("Tactical Interface Settings","AI_BETTER_COVER",FALSE);
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// Heahshot penalty
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gGameExternalOptions.uShotHeadPenalty = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_PENALTY",3,0,100);
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// Modifer of damage for HEADSHOT
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gGameExternalOptions.fShotHeadMultiplier = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_MULTIPLIER",2,1,10);
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// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
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gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,100);
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if (!is_networked)
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// Flugente: in turnbased combat, do not adjust animation after arriving at target location
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gGameExternalOptions.fNoStandingAnimAdjustInCombat = iniReader.ReadBoolean("Tactical Interface Settings","NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT", TRUE);
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else
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// WANNE: This makes problem for the AI soldiers on the pure client, so why is is set to false
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gGameExternalOptions.fNoStandingAnimAdjustInCombat = FALSE;
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//Inventory AP Weight Divisor
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gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,1,100);
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// CtH/2 if the target are out of gun range or invisible for this merc
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gGameExternalOptions.fOutOfGunRangeOrSight = iniReader.ReadFloat("Tactical Interface Settings","OUT_OF_SIGHT_OR_GUN_RANGE",2,1,100);
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// anv: automatically return to team panel on turn end (better situation overview during enemy turn)
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gGameExternalOptions.fAutoCollapseInventoryOnTurnEnd = iniReader.ReadBoolean("Tactical Interface Settings","AUTO_COLLAPSE_INVENTORY_ON_TURN_END", TRUE);
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// anv: vehicle interface options
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gGameExternalOptions.fAddPassengerToAnySquad = iniReader.ReadBoolean("Tactical Interface Settings","ADD_PASSENGER_TO_ANY_SQUAD", TRUE);
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gGameExternalOptions.fPassengerLeavingSwitchToNewSquad = iniReader.ReadBoolean("Tactical Interface Settings","PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD", FALSE);
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//################# Tactical Difficulty Settings #################
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gGameExternalOptions.iPlayerAPBonus = (INT8) iniReader.ReadInteger("Tactical Difficulty Settings","PLAYER_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127);
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@@ -1236,7 +1331,7 @@ void LoadGameExternalOptions()
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//SCORE: Settings for UDT
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gGameExternalOptions.gfAllowUDTRange = iniReader.ReadBoolean("Tactical Tooltip Settings","ALLOW_DYNAMIC_TOOLTIP_RANGE",0);
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gGameExternalOptions.ubUDTModifier = (UINT8) iniReader.ReadInteger("Tactical Tooltip Settings", "DYNAMIC_TOOLTIP_RANGE_MODIFIER", 50);
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gGameExternalOptions.ubUDTModifier = (UINT8) iniReader.ReadInteger("Tactical Tooltip Settings", "DYNAMIC_TOOLTIP_RANGE_MODIFIER", 50, 0, 100);
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gGameExternalOptions.gfAllowUDTDetail = iniReader.ReadBoolean("Tactical Tooltip Settings","ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL",0);
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@@ -1285,12 +1380,12 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubRealisticTracers = iniReader.ReadInteger("Tactical Gameplay Settings","REALISTIC_TRACERS", 0, 0, 2);
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// HEADROCK HAM B2.5: Realistic tracers - one of every X bullets in a tracer magazines will be a tracer bullet. 0 = off (JA2 normal)
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gGameExternalOptions.ubNumBulletsPerTracer = __max(iniReader.ReadInteger("Tactical Gameplay Settings","NUM_BULLETS_PER_TRACER", 5, 1, 255),1);
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gGameExternalOptions.ubNumBulletsPerTracer = iniReader.ReadInteger("Tactical Gameplay Settings","NUM_BULLETS_PER_TRACER", 5, 1, 255);
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// HEADROCK HAM B2.5: Realistic tracers - CTH increased by this amount whenever a tracer is fired. 0 = off.
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gGameExternalOptions.ubCTHBumpPerTracer = iniReader.ReadInteger("Tactical Gameplay Settings","CTH_BUMP_PER_TRACER", 30, 0, 100 );
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// CHRISL: Exeternalize the minimum range at which tracers can improve autofire hit chance
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// CHRISL: Externalize the minimum range at which tracers can improve autofire hit chance
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gGameExternalOptions.ubMinRangeTracerEffect = iniReader.ReadInteger("Tactical Gameplay Settings","MIN_RANGE_FOR_TRACER", 10);
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// HEADROCK HAM 3.5: Limit bonus from tracers based on range to target. This is a multiplier factor - higher means harder to aim with tracers.
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@@ -1413,6 +1508,8 @@ void LoadGameExternalOptions()
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//tais: soldiers always wear any armour..
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gGameExternalOptions.fSoldiersWearAnyArmour = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIERS_ALWAYS_WEAR_ANY_ARMOR", FALSE);
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gGameExternalOptions.fRobotNoReadytime = iniReader.ReadBoolean("Tactical Gameplay Settings", "ROBOT_NO_READYTIME", FALSE);
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// improved Interrupt System (info: multiplayer game ALWAYS use the old interrupt system, because the new one causes crashes, no problem so far)
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//gGameOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
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gGameExternalOptions.ubBasicPercentRegisterValueIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_PERCENTAGE_APS_REGISTERED", 60, 0, 250);
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@@ -1435,99 +1532,6 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fEnemyJams = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENEMY_JAMS", true, false);
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gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE);
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// sevenfm: new mouse commands
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gGameExternalOptions.bAlternateMouseCommands = iniReader.ReadBoolean("Tactical Interface Settings", "ALTERNATE_MOUSE_COMMANDS", FALSE);
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gGameExternalOptions.iQuickItem1 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_1", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem2 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_2", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem3 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_3", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem4 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_4", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem5 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_5", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem6 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_6", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem7 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_7", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem8 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_8", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem9 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_9", 0, -100, MAXITEMS);
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gGameExternalOptions.iQuickItem0 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_0", 0, -100, MAXITEMS);
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// Alternative system for aiming - progressive method depending on marksmanship of Merc
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gGameExternalOptions.bAltAimEnabled = iniReader.ReadBoolean("Tactical Interface Settings","ALT_AIMING_ENABLED",FALSE);
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// Use aimed burst
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gGameExternalOptions.bAimedBurstEnabled = iniReader.ReadBoolean("Tactical Interface Settings","USE_AIMED_BURST",FALSE);
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// Penalty for aimed burst
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gGameExternalOptions.uAimedBurstPenalty = iniReader.ReadInteger("Tactical Interface Settings","AIMING_BURST_PENALTY",2, 0, 10);
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// We could see all what can see militia
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gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa = iniReader.ReadBoolean("Tactical Interface Settings","WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA",TRUE);
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// Gun supressor can deterioration
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gGameExternalOptions.bAllowWearSuppressor = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_WEAR_SUPPRESSOR",FALSE);
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// Civils don't make too much actions (for faster civils turn)
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gGameExternalOptions.bLazyCivilians = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_LAZY_CIVILIANS",FALSE);
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// Neutral civilians can detect and avoid player's mines
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gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE);
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// can extra civilians be created via LUA?
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gGameExternalOptions.bExtraCivilians = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_CIVILIANS", FALSE );
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gGameExternalOptions.bExtraMerchants = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_MERCHANTS", FALSE );
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// Add smoke after regular explosions
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gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
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// Attachments now can explode
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gGameExternalOptions.bAllowExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_EXPLOSIVE_ATTACHMENTS",FALSE);
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// <GasCan>, <Marbles> and <Alcohol> add special bonuses to explosion
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gGameExternalOptions.bAllowSpecialExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS",FALSE);
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gGameExternalOptions.fDelayedGrenadeExplosion = iniReader.ReadBoolean("Tactical Interface Settings","DELAYED_GRENADE_EXPLOSION",FALSE);
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// Chance to Say Annoying Phrase (you can just turn of it by button in game)
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gGameExternalOptions.iChanceSayAnnoyingPhrase = iniReader.ReadInteger("Tactical Interface Settings","CHANCE_SAY_ANNOYING_PHRASE",100);
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// New enemy AI for night battles
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gGameExternalOptions.bNewTacticalAIBehavior = iniReader.ReadBoolean("Tactical Interface Settings","NEW_AI_TACTICAL",FALSE);
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// sevenfm: AI tweaks and improvements
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gGameExternalOptions.fAIYellowFlanking = iniReader.ReadBoolean("Tactical Interface Settings","AI_YELLOW_FLANKING",FALSE);
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gGameExternalOptions.fAIExtraSuppression = iniReader.ReadBoolean("Tactical Interface Settings","AI_EXTRA_SUPPRESSION",FALSE);
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gGameExternalOptions.fAINewMorale = iniReader.ReadBoolean("Tactical Interface Settings","AI_NEW_MORALE",FALSE);
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gGameExternalOptions.fAIBetterCover = iniReader.ReadBoolean("Tactical Interface Settings","AI_BETTER_COVER",FALSE);
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// Heahshot penalty
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gGameExternalOptions.uShotHeadPenalty = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_PENALTY",3,0,100);
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// Modifer of damage for HEADSHOT
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gGameExternalOptions.fShotHeadMultiplier = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_MULTIPLIER",2,1,10);
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// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
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gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
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if (!is_networked)
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// Flugente: in turnbased combat, do not adjust animation after arriving at target location
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gGameExternalOptions.fNoStandingAnimAdjustInCombat = iniReader.ReadBoolean("Tactical Interface Settings","NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT", TRUE);
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else
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// WANNE: This makes problem for the AI soldiers on the pure client, so why is is set to false
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gGameExternalOptions.fNoStandingAnimAdjustInCombat = FALSE;
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//Inventory AP Weight Divisor
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gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,0,100);
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// CtH/2 if the target are out of gun range or invisible for this merc
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gGameExternalOptions.fOutOfGunRangeOrSight = iniReader.ReadFloat("Tactical Interface Settings","OUT_OF_SIGHT_OR_GUN_RANGE",2,1,100);
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// anv: automatically return to team panel on turn end (better situation overview during enemy turn)
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gGameExternalOptions.fAutoCollapseInventoryOnTurnEnd = iniReader.ReadBoolean("Tactical Interface Settings","AUTO_COLLAPSE_INVENTORY_ON_TURN_END", TRUE);
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// anv: vehicle interface options
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gGameExternalOptions.fAddPassengerToAnySquad = iniReader.ReadBoolean("Tactical Interface Settings","ADD_PASSENGER_TO_ANY_SQUAD", TRUE);
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gGameExternalOptions.fPassengerLeavingSwitchToNewSquad = iniReader.ReadBoolean("Tactical Interface Settings","PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD", FALSE);
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//################# Tactical Enemy Role Settings ##################
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// Flugente: enemy roles
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@@ -1618,7 +1622,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubCoweringPenaltyDivisorProne = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET", 1, 1, 100 );
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gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedHead = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD", 3, 1, 100);
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gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedTorso = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO", 4, 1, 100);
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gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS_DIVISOR", 5, 1, 100);
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gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS", 5, 1, 100);
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// HEADROCK HAM B2.8: This is the maximum range at which a target gives out the full CTH penalty for cowering. At lower range, it'll give proportionally less penalty.
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gGameExternalOptions.usMinRangeForFullCoweringPenalty = iniReader.ReadInteger("Tactical Suppression Fire Settings","MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY", 300, 10, 10000 );
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@@ -1835,7 +1839,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubSendTroopsToDrassen = iniReader.ReadBoolean("Strategic Event Settings","TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN",TRUE);
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// Flugente: new strategic AI
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gGameExternalOptions.ubAgressiveStrategicAI = iniReader.ReadInteger("Strategic Event Settings","AGGRESSIVE_STRATEGIC_AI", 1, 0, 4);
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gGameExternalOptions.ubAgressiveStrategicAI = iniReader.ReadInteger("Strategic Event Settings","AGGRESSIVE_STRATEGIC_AI", 1, 0, 2);
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// Enable/Disable crepitus completely in SCI-FI mode.
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gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("Strategic Event Settings", "ENABLE_CREPITUS", TRUE);
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@@ -1855,6 +1859,26 @@ void LoadGameExternalOptions()
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// Allow reinforcements only between City sectors?
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gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
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//dnl ch68 090913 Reinforcements minimum+random turn delay and minimum+random units enter for enemy and militia after they have been called
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gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 7, 0, 100);
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gGameExternalOptions.sRndDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_ENEMY_REINFORCEMENTS", 8, 0, 100);
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gGameExternalOptions.sMinEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sRndEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
|
||||
gGameExternalOptions.sRndDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
|
||||
gGameExternalOptions.sMinEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_MILITIA_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sRndEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_MILITIA_REINFORCEMENTS", 4, 1, 64);
|
||||
//dnl ch68 090913 Don't allow permanent items removal from sector
|
||||
gGameExternalOptions.fNoRemoveRandomSectorItems = iniReader.ReadBoolean("Strategic GamePlay Settings", "NO_REMOVE_RANDOM_SECTOR_ITEMS", true, false);
|
||||
|
||||
gGameExternalOptions.fArmyUsesTanksInAttacks = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_ATTACKS", FALSE);
|
||||
gGameExternalOptions.fArmyUsesTanksInPatrols = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_PATROLS", FALSE);
|
||||
gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 60, 0, 100);
|
||||
|
||||
gGameExternalOptions.fArmyUsesJeepsInAttacks = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_ATTACKS", FALSE );
|
||||
gGameExternalOptions.fArmyUsesJeepsInPatrols = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_PATROLS", FALSE );
|
||||
gGameExternalOptions.usJeepMinimumProgress = iniReader.ReadInteger( "Strategic Gameplay Settings", "JEEP_MINIMUM_PROGRESS", 30, 0, 100 );
|
||||
|
||||
// Kaiden: Vehicle Inventory change - Added INI file Option VEHICLE_INVENTORY
|
||||
gGameExternalOptions.fVehicleInventory = iniReader.ReadBoolean("Strategic Gameplay Settings", "VEHICLE_INVENTORY", TRUE);
|
||||
|
||||
@@ -1862,7 +1886,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fHumveeOffroad = iniReader.ReadBoolean("Strategic Gameplay Settings","HUMVEE_OFFROAD", FALSE);
|
||||
|
||||
// HEADROCK HAM B2.6/B1: Adjustable "luck" factor in Auto-Resolve
|
||||
gGameExternalOptions.iAutoResolveLuckFactor = (float)(__max(iniReader.ReadDouble("Strategic Gameplay Settings","AUTORESOLVE_LUCK_FACTOR", 2.0, 0.0, 255.0),1.0));
|
||||
gGameExternalOptions.iAutoResolveLuckFactor = iniReader.ReadDouble("Strategic Gameplay Settings","AUTORESOLVE_LUCK_FACTOR", 2.0f, 1.0f, 10.0f);
|
||||
|
||||
// HEADROCK HAM 3.2: When enabled, this setting removes the player's omniscience inside his own sectors. The player will no longer see the movement of enemy groups unless someone is nearby to scout them.
|
||||
gGameExternalOptions.fNoEnemyDetectionWithoutRecon = iniReader.ReadBoolean("Strategic Gameplay Settings","NO_ENEMY_DETECTION_WITHOUT_RECON", FALSE);
|
||||
@@ -1940,13 +1964,16 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.sMoraleModSexism = iniReader.ReadInteger("Morale Settings","MORALE_MOD_SEXISM", 1, 0, 5);
|
||||
gGameExternalOptions.sMoraleModXenophobicBackGround = iniReader.ReadInteger("Morale Settings","MORALE_MOD_BACKGROUND_XENOPHOBIC", 5, 0, 15);
|
||||
|
||||
//################# Dynamic Opinion Settings ##################
|
||||
gGameExternalOptions.fDynamicOpinions = iniReader.ReadBoolean("Dynamic Opinion Settings","DYNAMIC_OPINIONS", TRUE );
|
||||
gGameExternalOptions.fDynamicOpinionsShowChange = iniReader.ReadBoolean("Dynamic Opinion Settings", "DYNAMIC_OPINIONS_SHOWCHANGE", TRUE );
|
||||
gGameExternalOptions.fDynamicWageFactor = iniReader.ReadFloat("Dynamic Opinion Settings","WAGE_ACCEPTANCE_FACTOR", 1.5f, 0.1f, 10.0f );
|
||||
|
||||
//################# Dynamic Dialogue Settings ##################
|
||||
gGameExternalOptions.fDynamicDialogue = iniReader.ReadBoolean("Dynamic Dialogue Settings", "DYNAMIC_DIALOGUE", FALSE );
|
||||
gGameExternalOptions.sDynamicDialogueTimeOffset = iniReader.ReadInteger( "Dynamic Dialogue Settings", "DYNAMIC_DIALOGUE_TIME_OFFSET", 3000, 500, 10000 );
|
||||
|
||||
//################# PMC Settings ##################
|
||||
gGameExternalOptions.fPMC = iniReader.ReadBoolean( "PMC Settings", "PMC", TRUE );
|
||||
gGameExternalOptions.usPMCMaxRegulars = iniReader.ReadInteger( "PMC Settings", "PMC_MAX_REGULARS", 35, 5, 100 );
|
||||
gGameExternalOptions.usPMCMaxVeterans = iniReader.ReadInteger( "PMC Settings", "PMC_MAX_VETERANS", 20, 5, 100 );
|
||||
@@ -1993,7 +2020,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fStealingDisabled = iniReader.ReadBoolean("Bobby Ray Settings","STEALING_FROM_SHIPMENTS_DISABLED",FALSE);
|
||||
|
||||
// WANNE - Chance of shipment lost
|
||||
gGameExternalOptions.gubChanceOfShipmentLost = iniReader.ReadInteger("Bobby Ray Settings","CHANCE_OF_SHIPMENT_LOSS", 10);
|
||||
gGameExternalOptions.gubChanceOfShipmentLost = iniReader.ReadInteger("Bobby Ray Settings","CHANCE_OF_SHIPMENT_LOSS", 10, 0, 100);
|
||||
|
||||
|
||||
//################# Item Property Settings ##################
|
||||
@@ -2309,6 +2336,8 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.ubCleaningRateDivisor = iniReader.ReadInteger("Strategic Assignment Settings","CLEANING_RATE_DIVISOR",500, 100, 25000);
|
||||
gGameExternalOptions.ubAssignmentUnitsPerDay = iniReader.ReadInteger("Strategic Assignment Settings","REPAIR_SESSIONS_PER_DAY",24, 1, 96);
|
||||
|
||||
gGameExternalOptions.fUseXMLSquadNames = iniReader.ReadBoolean("Strategic Assignment Settings", "USE_XML_SQUADNAMES", FALSE);
|
||||
|
||||
//SaveGame slot by Jazz
|
||||
// WANNE: No need to make it external to switch between old/new. We always use the new save/load screen with more save slots
|
||||
//gGameExternalOptions.fSaveGameSlot = iniReader.ReadBoolean("Extension","SAVE_GAMES_SLOT",FALSE);
|
||||
@@ -2320,30 +2349,6 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.ubGridResolutionNight = iniReader.ReadInteger("Overhead Map Settings", "NIGHTTIME_PRECISION", 0, 0, 5);
|
||||
gGameExternalOptions.ubSoldiersLeft = iniReader.ReadInteger("Overhead Map Settings", "MAX_SOLDIERS_LEFT", 1, 1, 64);
|
||||
|
||||
gGameExternalOptions.fRobotNoReadytime = iniReader.ReadBoolean("Tactical Gameplay Settings", "ROBOT_NO_READYTIME", FALSE);
|
||||
|
||||
gGameExternalOptions.fUseXMLSquadNames = iniReader.ReadBoolean("Strategic Assignment Settings", "USE_XML_SQUADNAMES", FALSE);
|
||||
|
||||
//dnl ch68 090913 Reinforcements minimum+random turn delay and minimum+random units enter for enemy and militia after they have been called
|
||||
gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 7, 0, 100);
|
||||
gGameExternalOptions.sRndDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_ENEMY_REINFORCEMENTS", 8, 0, 100);
|
||||
gGameExternalOptions.sMinEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sRndEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
|
||||
gGameExternalOptions.sRndDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
|
||||
gGameExternalOptions.sMinEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_MILITIA_REINFORCEMENTS", 6, 1, 64);
|
||||
gGameExternalOptions.sRndEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_MILITIA_REINFORCEMENTS", 4, 1, 64);
|
||||
//dnl ch68 090913 Don't allow permanent items removal from sector
|
||||
gGameExternalOptions.fNoRemoveRandomSectorItems = iniReader.ReadBoolean("Strategic GamePlay Settings", "NO_REMOVE_RANDOM_SECTOR_ITEMS", true, false);
|
||||
|
||||
gGameExternalOptions.fArmyUsesTanksInAttacks = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_ATTACKS", FALSE);
|
||||
gGameExternalOptions.fArmyUsesTanksInPatrols = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_PATROLS", FALSE);
|
||||
gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 60, 0, 100);
|
||||
|
||||
gGameExternalOptions.fArmyUsesJeepsInAttacks = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_ATTACKS", FALSE );
|
||||
gGameExternalOptions.fArmyUsesJeepsInPatrols = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_PATROLS", FALSE );
|
||||
gGameExternalOptions.usJeepMinimumProgress = iniReader.ReadInteger( "Strategic Gameplay Settings", "JEEP_MINIMUM_PROGRESS", 30, 0, 100 );
|
||||
|
||||
// WANNE: This is just a debug setting. Only in debug version we set that property to TRUE.
|
||||
// In Release version this should always be set to FALSE
|
||||
// dnl ch51 081009 JA2 Debug Settings
|
||||
|
||||
+9
-9
@@ -15,9 +15,9 @@
|
||||
#ifdef JA2EDITOR
|
||||
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8507 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8507 (Development Build)" };
|
||||
#endif
|
||||
|
||||
// ------------------------------
|
||||
@@ -27,11 +27,11 @@
|
||||
|
||||
//DEBUG BUILD VERSION
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8507 (Development Build)" };
|
||||
#elif defined (JA113DEMO)
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8507 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8507 (Development Build)" };
|
||||
#endif
|
||||
|
||||
#elif defined CRIPPLED_VERSION
|
||||
@@ -46,16 +46,16 @@
|
||||
|
||||
//RELEASE BUILD VERSION
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8507 (Development Build)" };
|
||||
#elif defined (JA113DEMO)
|
||||
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8507 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Release v1.13.8495 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release v1.13.8507 (Development Build)" };
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
CHAR8 czVersionNumber[16] = { "Build 17.10.07" }; //YY.MM.DD
|
||||
CHAR8 czVersionNumber[16] = { "Build 17.11.08" }; //YY.MM.DD
|
||||
CHAR16 zTrackingNumber[16] = { L"Z" };
|
||||
|
||||
// SAVE_GAME_VERSION is defined in header, change it there
|
||||
|
||||
Reference in New Issue
Block a user