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cleanup of old code after move of difficulty settings to new file DifficultySettings.xml
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7540 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -894,11 +894,6 @@ void LoadGameExternalOptions()
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//################# Financial Settings #################
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gGameExternalOptions.iStartingCashNovice = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_NOVICE",45000, 2000, 0x0FFFFFFF);
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gGameExternalOptions.iStartingCashExperienced = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERIENCED",35000, 2000, 0x0FFFFFFF);
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gGameExternalOptions.iStartingCashExpert = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERT",30000, 2000, 0x0FFFFFFF);
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gGameExternalOptions.iStartingCashInsane = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_INSANE",15000, 2000, 0x0FFFFFFF);
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// HEADROCK HAM B1: Set % of mine income, where 100% = normal
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gGameExternalOptions.usMineIncomePercentage = iniReader.ReadInteger("Financial Settings","MINE_INCOME_PERCENTAGE", 100, 1, 1000);
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@@ -3280,9 +3275,6 @@ void LoadCTHConstants()
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gGameCTHConstants.BASE_PRONE_STANCE = iniReader.ReadFloat("Base CTH","BASE_PRONE_STANCE",4.0, -1000.0, 1000.0);
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gGameCTHConstants.BASE_HEAVY_WEAPON = iniReader.ReadFloat("Base CTH","BASE_HEAVY_WEAPON",2.0, -1000.0, 1000.0);
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gGameCTHConstants.BASE_DIFFICULTY[0] = -100.0;
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gGameCTHConstants.BASE_DIFFICULTY[5] = 100.0;
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////////////////////////////////////////////////////////////
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// Coefficients for factors affecting Aiming CTH
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////////////////////////////////////////////////////////////
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@@ -3320,9 +3312,6 @@ void LoadCTHConstants()
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gGameCTHConstants.AIM_ONE_HANDED = iniReader.ReadFloat("Aiming CTH","AIM_ONE_HANDED",2.5, -1000.0, 1000.0);
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gGameCTHConstants.AIM_HEAVY_WEAPON = iniReader.ReadFloat("Aiming CTH","AIM_HEAVY_WEAPON",2.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_DIFFICULTY[0] = -100.0;
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gGameCTHConstants.AIM_DIFFICULTY[5] = 100.0;
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////////////////////////////////////////////////////////////
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// Coefficients for factors affecting the Shooting Mechanism
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////////////////////////////////////////////////////////////
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-118
@@ -253,11 +253,6 @@ BOOLEAN IsNIVModeValid(bool checkRes = true);
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// Snap: Options read from an INI file in the default of custom Data directory
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typedef struct
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{
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INT32 iStartingCashNovice;
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INT32 iStartingCashExperienced;
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INT32 iStartingCashExpert;
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INT32 iStartingCashInsane;
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UINT32 iGameStartingTime; //Lalien: game starting time
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UINT32 iFirstArrivalDelay;
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@@ -294,25 +289,6 @@ typedef struct
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INT32 iMaxEnemyGroupSize;
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INT32 iReinforcementPoolNovice;
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INT32 iReinforcementPoolExperienced;
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INT32 iReinforcementPoolExpert;
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INT32 iReinforcementPoolInsane;
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INT32 iForcePercentageNovice;
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INT32 iForcePercentageExperienced;
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INT32 iForcePercentageExpert;
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INT32 iForcePercentageInsane;
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INT32 iPercentElitesBonusExpert;
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INT32 iPercentElitesBonusInsane;
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INT32 iPercentElitesBonusExperienced;
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UINT8 ubMinEnemyGroupSizeNovice;
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UINT8 ubMinEnemyGroupSizeExperienced;
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UINT8 ubMinEnemyGroupSizeExpert;
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UINT8 ubMinEnemyGroupSizeInsane;
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BOOLEAN fMercDayOne;
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BOOLEAN fAllMercsAvailable;
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@@ -321,10 +297,6 @@ typedef struct
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// tais: Soldiers wear any armour
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UINT8 fSoldiersWearAnyArmour;
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INT8 iEasyAPBonus;
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INT8 iExperiencedAPBonus;
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INT8 iExpertAPBonus;
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INT8 iInsaneAPBonus;
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INT8 iPlayerAPBonus;
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////////////////////////////////////
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@@ -471,7 +443,6 @@ typedef struct
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BOOLEAN gfAllowReinforcements;
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BOOLEAN gfAllowReinforcementsOnlyInCity;
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UINT32 guiBaseQueenPoolIncrement;
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UINT32 guiAllowMilitiaGroupsDelay;
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UINT32 guiTrainVeteranMilitiaDelay;
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@@ -607,54 +578,9 @@ typedef struct
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INT32 iGunRangeModifier;
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INT32 iMeleeDamageModifier;
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UINT32 ubEasyEnemyStartingAlertLevel;
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UINT32 ubNormalEnemyStartingAlertLevel;
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UINT32 ubHardEnemyStartingAlertLevel;
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UINT32 ubInsaneEnemyStartingAlertLevel;
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UINT32 ubEasyEnemyStartingAlertDecay;
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UINT32 ubNormalEnemyStartingAlertDecay;
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UINT32 ubHardEnemyStartingAlertDecay;
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UINT32 ubInsaneEnemyStartingAlertDecay;
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UINT32 ubEasyTimeEvaluateInMinutes;
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UINT32 ubNormalTimeEvaluateInMinutes;
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UINT32 ubHardTimeEvaluateInMinutes;
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UINT32 ubInsaneTimeEvaluateInMinutes;
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UINT32 ubEasyTimeEvaluateVariance;
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UINT32 ubNormalTimeEvaluateVariance;
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UINT32 ubHardTimeEvaluateVariance;
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UINT32 ubInsaneTimeEvaluateVariance;
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UINT32 ubEasyGracePeriodInHours;
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UINT32 ubNormalGracePeriodInHours;
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UINT32 ubHardGracePeriodInHours;
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UINT32 ubInsaneGracePeriodInHours;
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UINT32 ubEasyPatrolGracePeriodInDays;
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UINT32 ubNormalPatrolGracePeriodInDays;
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UINT32 ubHardPatrolGracePeriodInDays;
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UINT32 ubInsanePatrolGracePeriodInDays;
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UINT32 ubEasyNumAwareBattles;
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UINT32 ubNormalNumAwareBattles;
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UINT32 ubHardNumAwareBattles;
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UINT32 ubInsaneNumAwareBattles;
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// WDS - New AI
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BOOLEAN useNewAI;
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BOOLEAN gfEasyUnlimitedTroops;
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BOOLEAN gfNormalUnlimitedTroops;
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BOOLEAN gfHardUnlimitedTroops;
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BOOLEAN gfInsaneUnlimitedTroops;
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BOOLEAN gfEasyAggressiveQueen;
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BOOLEAN gfNormalAggressiveQueen;
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BOOLEAN gfHardAggressiveQueen;
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BOOLEAN gfInsaneAggressiveQueen;
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BOOLEAN gfInvestigateSector;
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BOOLEAN gfReassignPendingReinforcements;
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@@ -751,10 +677,6 @@ typedef struct
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//Kaiden MERC Deaths Externalized:
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BOOLEAN gfMercsDieOnAssignment;
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INT32 giEasyMercDeaths;
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INT32 giExperiencedMercDeaths;
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INT32 giExpertMercDeaths;
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INT32 giInsaneMercDeaths;
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// Lesh: slow enemy items choice progress
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BOOLEAN fSlowProgressForEnemyItemsChoice;
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@@ -1048,12 +970,6 @@ typedef struct
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// HEADROCK HAM 3: If "LEADERSHIP_AFFECTS_MILITIA_QUANTITY" is true, this value determines the lowest leadership required to train a full (default size 10) squad of town militia in one training session.
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UINT8 ubReqLeadershipForFullTraining;
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// HEADROCK HAM 3: Four INI settings to control the number of kills you must accumulate to win one progress point, one setting per difficulty level
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UINT16 usNumKillsPerProgressPointNovice;
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UINT16 usNumKillsPerProgressPointExperienced;
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UINT16 usNumKillsPerProgressPointExpert;
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UINT16 usNumKillsPerProgressPointInsane;
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// HEADROCK HAM 3: If enabled, changes the way the game calculates progress. It will look at each progress control separately (Kills/Income/Control/Visited) and set the progress to the HIGHEST scoring control.
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BOOLEAN fAlternateProgressCalculation;
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@@ -1595,38 +1511,6 @@ typedef struct
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UINT8 ubCrepitusFeedingSectorX;
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UINT8 ubCrepitusFeedingSectorY;
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UINT8 ubCrepitusFeedingSectorZ;
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UINT16 usCreatureSpreadTimeNovice;
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UINT16 usCreatureSpreadTimeExperienced;
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UINT16 usCreatureSpreadTimeExpert;
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UINT16 usCreatureSpreadTimeInsane;
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UINT8 ubQueenReproductionBaseNovice;
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UINT8 ubQueenReproductionBaseExperienced;
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UINT8 ubQueenReproductionBaseExpert;
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UINT8 ubQueenReproductionBaseInsane;
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UINT8 ubQueenReproductionBonusNovice;
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UINT8 ubQueenReproductionBonusExperienced;
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UINT8 ubQueenReproductionBonusExpert;
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UINT8 ubQueenReproductionBonusInsane;
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UINT8 ubQueenInitBonusSpreadsNovice;
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UINT8 ubQueenInitBonusSpreadsExperienced;
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UINT8 ubQueenInitBonusSpreadsExpert;
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UINT8 ubQueenInitBonusSpreadsInsane;
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INT8 bCreaturePopulationModifierNovice;
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INT8 bCreaturePopulationModifierExperienced;
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INT8 bCreaturePopulationModifierExpert;
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INT8 bCreaturePopulationModifierInsane;
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INT8 bCreatureTownAggressivenessNovice;
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INT8 bCreatureTownAggressivenessExperienced;
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INT8 bCreatureTownAggressivenessExpert;
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INT8 bCreatureTownAggressivenessInsane;
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} CREATURES_SETTINGS;
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typedef struct
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@@ -1972,7 +1856,6 @@ typedef struct
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FLOAT BASE_CROUCHING_STANCE; // Gun Difficulty Multiplier for shooting from a crouched stance
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FLOAT BASE_PRONE_STANCE; // Gun Difficulty Multiplier for shooting from a prone stance
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FLOAT BASE_HEAVY_WEAPON; // Gun Difficulty Multiplier for shooting a launcher
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FLOAT BASE_DIFFICULTY[6]; // Applied for game difficulty
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FLOAT AIM_EXP; // Importance of Experience for AIMING CTH
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FLOAT AIM_MARKS; // Importance of Marksmanship for AIMING CTH
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@@ -2002,7 +1885,6 @@ typedef struct
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FLOAT AIM_TWO_GUNS; // Gun Difficulty multiplier for shooting two guns (halved for each Ambidextrous level)
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FLOAT AIM_ONE_HANDED; // Gun Difficulty multiplier for firing a pistol with one hand.
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FLOAT AIM_HEAVY_WEAPON; // Gun Difficulty multiplier for shooting a launcher (halved for each Heavy Weapons level)
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FLOAT AIM_DIFFICULTY[6]; // Applied for game difficulty
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FLOAT MOVEMENT_MRK;
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FLOAT MOVEMENT_WIS;
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@@ -61,18 +61,18 @@
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//This is how often the creatures spread, once the quest begins. The smaller the gap,
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//the faster the creatures will advance. This is also directly related to the reproduction
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//rates which are applied each time the creatures spread.
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#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours
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#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours
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#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours
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#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours
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//#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours
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//#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours
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//#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours
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//#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours
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//Once the queen is added to the game, we can instantly let her spread x number of times
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//to give her a head start. This can also be a useful tool for having slow reproduction rates
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//but quicker head start to compensate to make the creatures less aggressive overall.
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#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1
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#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2
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#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3
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#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5
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//#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1
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//#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2
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//#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3
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//#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5
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//This value modifies the chance to populate a given sector. This is different from the previous definition.
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//This value gets applied to a potentially complicated formula, using the creature habitat to modify
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@@ -80,30 +80,30 @@
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//population increases), etc. I would recommend not tweaking the value too much in either direction from
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//zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the
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//creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value
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#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0
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#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0
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#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0
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#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0
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//#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0
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//#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0
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//#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0
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//#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0
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//Augments the chance that the creatures will attack a town. The conditions for attacking a town
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//are based strictly on the occupation of the creatures in each of the four mine exits. For each creature
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//there is a base chance of 10% that the creatures will feed sometime during the night.
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#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10
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#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0
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#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10
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#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50
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//#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10
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//#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0
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//#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10
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//#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50
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//This is how many creatures the queen produces for each cycle of spreading. The higher
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//the numbers the faster the creatures will advance.
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#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7
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#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1
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#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9
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#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2
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#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12
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#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3
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#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20
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#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5
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//#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7
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//#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1
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//#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9
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//#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2
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//#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12
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//#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3
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//#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20
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//#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5
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//When either in a cave level with blue lights or there is a creature presence, then
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//we override the normal music with the creature music. The conditions are maintained
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@@ -581,11 +581,6 @@ static int l_GetMidnightOfFutureDayInMinutes (lua_State *L);
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static int l_DayTime (lua_State *L);
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static int l_NightTime (lua_State *L);
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static int l_GetStartingCashNovice (lua_State *L);
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static int l_GetStartingCashExperienced (lua_State *L);
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static int l_GetStartingCashExpert (lua_State *L);
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static int l_GetStartingCashInsane (lua_State *L);
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static int l_DeleteTalkingMenu (lua_State *L);
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static int l_PlayerMercsInSector (lua_State *L);
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@@ -1341,10 +1336,6 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L, "SetInvestigateSector", l_SetInvestigateSector );
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lua_register(L, "CheckInvestigateSector", l_CheckInvestigateSector );
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lua_register(L, "GetStartingCashNovice", l_GetStartingCashNovice );
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lua_register(L, "GetStartingCashExperienced", l_GetStartingCashExperienced );
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lua_register(L, "GetStartingCashExpert", l_GetStartingCashExpert );
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lua_register(L, "GetStartingCashInsane", l_GetStartingCashInsane );
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lua_register(L, "GetFirstArrivalDelay", l_GetiFirstArrivalDelay);
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lua_register(L, "GetDefaultArrivalSectorX", l_GetubDefaultArrivalSectorX);
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lua_register(L, "GetDefaultArrivalSectorY", l_GetubDefaultArrivalSectorY);
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@@ -5214,46 +5205,6 @@ static int l_GetubDefaultArrivalSectorX (lua_State *L)
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return 1;
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}
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static int l_GetStartingCashInsane (lua_State *L)
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{
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UINT32 val = gGameExternalOptions.iStartingCashInsane;
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lua_pushinteger(L, val);
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return 1;
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}
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static int l_GetStartingCashExpert (lua_State *L)
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{
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UINT32 val = gGameExternalOptions.iStartingCashExpert;
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lua_pushinteger(L, val);
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return 1;
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}
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static int l_GetStartingCashExperienced (lua_State *L)
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{
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||||
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UINT32 val = gGameExternalOptions.iStartingCashExperienced;
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lua_pushinteger(L, val);
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return 1;
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}
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||||
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||||
static int l_GetStartingCashNovice (lua_State *L)
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||||
{
|
||||
|
||||
UINT32 val = gGameExternalOptions.iStartingCashNovice;
|
||||
|
||||
lua_pushinteger(L, val);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int l_GetWorldTotalMin (lua_State *L)
|
||||
{
|
||||
UINT32 uiDate = GetWorldTotalMin();
|
||||
|
||||
@@ -89,18 +89,6 @@ void IniGlobalGameSetting(lua_State *L)
|
||||
lua_pushinteger(L, gGameExternalOptions.ubChanceTonyAvailable);
|
||||
lua_setglobal(L, "iniCHANCE_TONY_AVAILABLE");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
|
||||
lua_setglobal(L, "iniSTARTING_CASH_NOVICE");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
|
||||
lua_setglobal(L, "iniSTARTING_CASH_EXPERIENCED");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
|
||||
lua_setglobal(L, "iniSTARTING_CASH_EXPERT");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
|
||||
lua_setglobal(L, "iniSTARTING_CASH_INSANE");
|
||||
|
||||
// WANNE: Currently not used
|
||||
lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
|
||||
lua_setglobal(L, "iniCAN_TRUE_CIVILIANS_BECOME_HOSTILE");
|
||||
@@ -526,18 +514,6 @@ void IniGlobalGameSetting(lua_State *L)
|
||||
lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
|
||||
lua_setglobal(L, "difficultyLevel");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
|
||||
lua_setglobal(L, "startingCashNovice");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
|
||||
lua_setglobal(L, "startingCashExperienced");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
|
||||
lua_setglobal(L, "startingCashExpert");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
|
||||
lua_setglobal(L, "startingCashInsane");
|
||||
|
||||
lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
|
||||
lua_setglobal(L, "fCanTrueCiviliansBecomeHostile");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user