From 3704d9b8e4445937eb480cbadd5714800c4473b9 Mon Sep 17 00:00:00 2001 From: silversurfer Date: Thu, 2 Oct 2014 19:03:20 +0000 Subject: [PATCH] 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 --- GameSettings.cpp | 11 --- GameSettings.h | 118 ------------------------------- Strategic/Creature Spreading.cpp | 48 ++++++------- Strategic/LuaInitNPCs.cpp | 49 ------------- Strategic/Luaglobal.cpp | 24 ------- 5 files changed, 24 insertions(+), 226 deletions(-) diff --git a/GameSettings.cpp b/GameSettings.cpp index 7a22bfcee..3e3ec6bc0 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -894,11 +894,6 @@ void LoadGameExternalOptions() //################# Financial Settings ################# - gGameExternalOptions.iStartingCashNovice = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_NOVICE",45000, 2000, 0x0FFFFFFF); - gGameExternalOptions.iStartingCashExperienced = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERIENCED",35000, 2000, 0x0FFFFFFF); - gGameExternalOptions.iStartingCashExpert = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_EXPERT",30000, 2000, 0x0FFFFFFF); - gGameExternalOptions.iStartingCashInsane = iniReader.ReadInteger("Financial Settings", "STARTING_CASH_INSANE",15000, 2000, 0x0FFFFFFF); - // HEADROCK HAM B1: Set % of mine income, where 100% = normal gGameExternalOptions.usMineIncomePercentage = iniReader.ReadInteger("Financial Settings","MINE_INCOME_PERCENTAGE", 100, 1, 1000); @@ -3280,9 +3275,6 @@ void LoadCTHConstants() gGameCTHConstants.BASE_PRONE_STANCE = iniReader.ReadFloat("Base CTH","BASE_PRONE_STANCE",4.0, -1000.0, 1000.0); gGameCTHConstants.BASE_HEAVY_WEAPON = iniReader.ReadFloat("Base CTH","BASE_HEAVY_WEAPON",2.0, -1000.0, 1000.0); - gGameCTHConstants.BASE_DIFFICULTY[0] = -100.0; - gGameCTHConstants.BASE_DIFFICULTY[5] = 100.0; - //////////////////////////////////////////////////////////// // Coefficients for factors affecting Aiming CTH //////////////////////////////////////////////////////////// @@ -3320,9 +3312,6 @@ void LoadCTHConstants() gGameCTHConstants.AIM_ONE_HANDED = iniReader.ReadFloat("Aiming CTH","AIM_ONE_HANDED",2.5, -1000.0, 1000.0); gGameCTHConstants.AIM_HEAVY_WEAPON = iniReader.ReadFloat("Aiming CTH","AIM_HEAVY_WEAPON",2.0, -1000.0, 1000.0); - gGameCTHConstants.AIM_DIFFICULTY[0] = -100.0; - gGameCTHConstants.AIM_DIFFICULTY[5] = 100.0; - //////////////////////////////////////////////////////////// // Coefficients for factors affecting the Shooting Mechanism //////////////////////////////////////////////////////////// diff --git a/GameSettings.h b/GameSettings.h index 935133ca9..3b681821b 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -253,11 +253,6 @@ BOOLEAN IsNIVModeValid(bool checkRes = true); // Snap: Options read from an INI file in the default of custom Data directory typedef struct { - INT32 iStartingCashNovice; - INT32 iStartingCashExperienced; - INT32 iStartingCashExpert; - INT32 iStartingCashInsane; - UINT32 iGameStartingTime; //Lalien: game starting time UINT32 iFirstArrivalDelay; @@ -294,25 +289,6 @@ typedef struct INT32 iMaxEnemyGroupSize; - INT32 iReinforcementPoolNovice; - INT32 iReinforcementPoolExperienced; - INT32 iReinforcementPoolExpert; - INT32 iReinforcementPoolInsane; - - INT32 iForcePercentageNovice; - INT32 iForcePercentageExperienced; - INT32 iForcePercentageExpert; - INT32 iForcePercentageInsane; - - INT32 iPercentElitesBonusExpert; - INT32 iPercentElitesBonusInsane; - INT32 iPercentElitesBonusExperienced; - - UINT8 ubMinEnemyGroupSizeNovice; - UINT8 ubMinEnemyGroupSizeExperienced; - UINT8 ubMinEnemyGroupSizeExpert; - UINT8 ubMinEnemyGroupSizeInsane; - BOOLEAN fMercDayOne; BOOLEAN fAllMercsAvailable; @@ -321,10 +297,6 @@ typedef struct // tais: Soldiers wear any armour UINT8 fSoldiersWearAnyArmour; - INT8 iEasyAPBonus; - INT8 iExperiencedAPBonus; - INT8 iExpertAPBonus; - INT8 iInsaneAPBonus; INT8 iPlayerAPBonus; //////////////////////////////////// @@ -471,7 +443,6 @@ typedef struct BOOLEAN gfAllowReinforcements; BOOLEAN gfAllowReinforcementsOnlyInCity; - UINT32 guiBaseQueenPoolIncrement; UINT32 guiAllowMilitiaGroupsDelay; UINT32 guiTrainVeteranMilitiaDelay; @@ -607,54 +578,9 @@ typedef struct INT32 iGunRangeModifier; INT32 iMeleeDamageModifier; - UINT32 ubEasyEnemyStartingAlertLevel; - UINT32 ubNormalEnemyStartingAlertLevel; - UINT32 ubHardEnemyStartingAlertLevel; - UINT32 ubInsaneEnemyStartingAlertLevel; - - UINT32 ubEasyEnemyStartingAlertDecay; - UINT32 ubNormalEnemyStartingAlertDecay; - UINT32 ubHardEnemyStartingAlertDecay; - UINT32 ubInsaneEnemyStartingAlertDecay; - - UINT32 ubEasyTimeEvaluateInMinutes; - UINT32 ubNormalTimeEvaluateInMinutes; - UINT32 ubHardTimeEvaluateInMinutes; - UINT32 ubInsaneTimeEvaluateInMinutes; - - UINT32 ubEasyTimeEvaluateVariance; - UINT32 ubNormalTimeEvaluateVariance; - UINT32 ubHardTimeEvaluateVariance; - UINT32 ubInsaneTimeEvaluateVariance; - - UINT32 ubEasyGracePeriodInHours; - UINT32 ubNormalGracePeriodInHours; - UINT32 ubHardGracePeriodInHours; - UINT32 ubInsaneGracePeriodInHours; - - UINT32 ubEasyPatrolGracePeriodInDays; - UINT32 ubNormalPatrolGracePeriodInDays; - UINT32 ubHardPatrolGracePeriodInDays; - UINT32 ubInsanePatrolGracePeriodInDays; - - UINT32 ubEasyNumAwareBattles; - UINT32 ubNormalNumAwareBattles; - UINT32 ubHardNumAwareBattles; - UINT32 ubInsaneNumAwareBattles; - // WDS - New AI BOOLEAN useNewAI; - BOOLEAN gfEasyUnlimitedTroops; - BOOLEAN gfNormalUnlimitedTroops; - BOOLEAN gfHardUnlimitedTroops; - BOOLEAN gfInsaneUnlimitedTroops; - - BOOLEAN gfEasyAggressiveQueen; - BOOLEAN gfNormalAggressiveQueen; - BOOLEAN gfHardAggressiveQueen; - BOOLEAN gfInsaneAggressiveQueen; - BOOLEAN gfInvestigateSector; BOOLEAN gfReassignPendingReinforcements; @@ -751,10 +677,6 @@ typedef struct //Kaiden MERC Deaths Externalized: BOOLEAN gfMercsDieOnAssignment; - INT32 giEasyMercDeaths; - INT32 giExperiencedMercDeaths; - INT32 giExpertMercDeaths; - INT32 giInsaneMercDeaths; // Lesh: slow enemy items choice progress BOOLEAN fSlowProgressForEnemyItemsChoice; @@ -1048,12 +970,6 @@ typedef struct // 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. UINT8 ubReqLeadershipForFullTraining; - // 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 - UINT16 usNumKillsPerProgressPointNovice; - UINT16 usNumKillsPerProgressPointExperienced; - UINT16 usNumKillsPerProgressPointExpert; - UINT16 usNumKillsPerProgressPointInsane; - // 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. BOOLEAN fAlternateProgressCalculation; @@ -1595,38 +1511,6 @@ typedef struct UINT8 ubCrepitusFeedingSectorX; UINT8 ubCrepitusFeedingSectorY; UINT8 ubCrepitusFeedingSectorZ; - - UINT16 usCreatureSpreadTimeNovice; - UINT16 usCreatureSpreadTimeExperienced; - UINT16 usCreatureSpreadTimeExpert; - UINT16 usCreatureSpreadTimeInsane; - - UINT8 ubQueenReproductionBaseNovice; - UINT8 ubQueenReproductionBaseExperienced; - UINT8 ubQueenReproductionBaseExpert; - UINT8 ubQueenReproductionBaseInsane; - - UINT8 ubQueenReproductionBonusNovice; - UINT8 ubQueenReproductionBonusExperienced; - UINT8 ubQueenReproductionBonusExpert; - UINT8 ubQueenReproductionBonusInsane; - - UINT8 ubQueenInitBonusSpreadsNovice; - UINT8 ubQueenInitBonusSpreadsExperienced; - UINT8 ubQueenInitBonusSpreadsExpert; - UINT8 ubQueenInitBonusSpreadsInsane; - - INT8 bCreaturePopulationModifierNovice; - INT8 bCreaturePopulationModifierExperienced; - INT8 bCreaturePopulationModifierExpert; - INT8 bCreaturePopulationModifierInsane; - - INT8 bCreatureTownAggressivenessNovice; - INT8 bCreatureTownAggressivenessExperienced; - INT8 bCreatureTownAggressivenessExpert; - INT8 bCreatureTownAggressivenessInsane; - - } CREATURES_SETTINGS; typedef struct @@ -1972,7 +1856,6 @@ typedef struct FLOAT BASE_CROUCHING_STANCE; // Gun Difficulty Multiplier for shooting from a crouched stance FLOAT BASE_PRONE_STANCE; // Gun Difficulty Multiplier for shooting from a prone stance FLOAT BASE_HEAVY_WEAPON; // Gun Difficulty Multiplier for shooting a launcher - FLOAT BASE_DIFFICULTY[6]; // Applied for game difficulty FLOAT AIM_EXP; // Importance of Experience for AIMING CTH FLOAT AIM_MARKS; // Importance of Marksmanship for AIMING CTH @@ -2002,7 +1885,6 @@ typedef struct FLOAT AIM_TWO_GUNS; // Gun Difficulty multiplier for shooting two guns (halved for each Ambidextrous level) FLOAT AIM_ONE_HANDED; // Gun Difficulty multiplier for firing a pistol with one hand. FLOAT AIM_HEAVY_WEAPON; // Gun Difficulty multiplier for shooting a launcher (halved for each Heavy Weapons level) - FLOAT AIM_DIFFICULTY[6]; // Applied for game difficulty FLOAT MOVEMENT_MRK; FLOAT MOVEMENT_WIS; diff --git a/Strategic/Creature Spreading.cpp b/Strategic/Creature Spreading.cpp index 494324a1a..56367a1be 100644 --- a/Strategic/Creature Spreading.cpp +++ b/Strategic/Creature Spreading.cpp @@ -61,18 +61,18 @@ //This is how often the creatures spread, once the quest begins. The smaller the gap, //the faster the creatures will advance. This is also directly related to the reproduction //rates which are applied each time the creatures spread. -#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours -#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours -#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours -#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours +//#define EASY_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeNovice //easy spreads every 8.5 hours +//#define NORMAL_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExperienced //normal spreads every 7.5 hours +//#define HARD_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeExpert //hard spreads every 6.5 hours +//#define INSANE_SPREAD_TIME_IN_MINUTES gCreaturesSettings.usCreatureSpreadTimeInsane //insane spreads every 2.5 hours //Once the queen is added to the game, we can instantly let her spread x number of times //to give her a head start. This can also be a useful tool for having slow reproduction rates //but quicker head start to compensate to make the creatures less aggressive overall. -#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1 -#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2 -#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3 -#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5 +//#define EASY_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsNovice //1 +//#define NORMAL_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExperienced //2 +//#define HARD_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsExpert //3 +//#define INSANE_QUEEN_INIT_BONUS_SPREADS gCreaturesSettings.ubQueenInitBonusSpreadsInsane //5 //This value modifies the chance to populate a given sector. This is different from the previous definition. //This value gets applied to a potentially complicated formula, using the creature habitat to modify @@ -80,30 +80,30 @@ //population increases), etc. I would recommend not tweaking the value too much in either direction from //zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the //creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value -#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0 -#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0 -#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0 -#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0 +//#define EASY_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierNovice //0 +//#define NORMAL_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExperienced //0 +//#define HARD_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierExpert //0 +//#define INSANE_POPULATION_MODIFIER gCreaturesSettings.bCreaturePopulationModifierInsane //0 //Augments the chance that the creatures will attack a town. The conditions for attacking a town //are based strictly on the occupation of the creatures in each of the four mine exits. For each creature //there is a base chance of 10% that the creatures will feed sometime during the night. -#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10 -#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0 -#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10 -#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50 +//#define EASY_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessNovice //-10 +//#define NORMAL_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExperienced //0 +//#define HARD_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessExpert //10 +//#define INSANE_CREATURE_TOWN_AGGRESSIVENESS gCreaturesSettings.bCreatureTownAggressivenessInsane //50 //This is how many creatures the queen produces for each cycle of spreading. The higher //the numbers the faster the creatures will advance. -#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7 -#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1 -#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9 -#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2 -#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12 -#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3 -#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20 -#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5 +//#define EASY_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseNovice //6 //6-7 +//#define EASY_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusNovice //1 +//#define NORMAL_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExperienced //7 //7-9 +//#define NORMAL_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExperienced //2 +//#define HARD_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseExpert //9 //9-12 +//#define HARD_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusExpert //3 +//#define INSANE_QUEEN_REPRODUCTION_BASE gCreaturesSettings.ubQueenReproductionBaseInsane //15 //15-20 +//#define INSANE_QUEEN_REPRODUCTION_BONUS gCreaturesSettings.ubQueenReproductionBonusInsane //5 //When either in a cave level with blue lights or there is a creature presence, then //we override the normal music with the creature music. The conditions are maintained diff --git a/Strategic/LuaInitNPCs.cpp b/Strategic/LuaInitNPCs.cpp index 189de5809..01a83bc20 100644 --- a/Strategic/LuaInitNPCs.cpp +++ b/Strategic/LuaInitNPCs.cpp @@ -581,11 +581,6 @@ static int l_GetMidnightOfFutureDayInMinutes (lua_State *L); static int l_DayTime (lua_State *L); static int l_NightTime (lua_State *L); -static int l_GetStartingCashNovice (lua_State *L); -static int l_GetStartingCashExperienced (lua_State *L); -static int l_GetStartingCashExpert (lua_State *L); -static int l_GetStartingCashInsane (lua_State *L); - static int l_DeleteTalkingMenu (lua_State *L); static int l_PlayerMercsInSector (lua_State *L); @@ -1341,10 +1336,6 @@ void IniFunction(lua_State *L, BOOLEAN bQuests ) lua_register(L, "SetInvestigateSector", l_SetInvestigateSector ); lua_register(L, "CheckInvestigateSector", l_CheckInvestigateSector ); - lua_register(L, "GetStartingCashNovice", l_GetStartingCashNovice ); - lua_register(L, "GetStartingCashExperienced", l_GetStartingCashExperienced ); - lua_register(L, "GetStartingCashExpert", l_GetStartingCashExpert ); - lua_register(L, "GetStartingCashInsane", l_GetStartingCashInsane ); lua_register(L, "GetFirstArrivalDelay", l_GetiFirstArrivalDelay); lua_register(L, "GetDefaultArrivalSectorX", l_GetubDefaultArrivalSectorX); lua_register(L, "GetDefaultArrivalSectorY", l_GetubDefaultArrivalSectorY); @@ -5214,46 +5205,6 @@ static int l_GetubDefaultArrivalSectorX (lua_State *L) return 1; } -static int l_GetStartingCashInsane (lua_State *L) -{ - - UINT32 val = gGameExternalOptions.iStartingCashInsane; - - lua_pushinteger(L, val); - -return 1; -} - -static int l_GetStartingCashExpert (lua_State *L) -{ - - UINT32 val = gGameExternalOptions.iStartingCashExpert; - - lua_pushinteger(L, val); - -return 1; -} - -static int l_GetStartingCashExperienced (lua_State *L) -{ - - UINT32 val = gGameExternalOptions.iStartingCashExperienced; - - lua_pushinteger(L, val); - -return 1; -} - -static int l_GetStartingCashNovice (lua_State *L) -{ - - UINT32 val = gGameExternalOptions.iStartingCashNovice; - - lua_pushinteger(L, val); - -return 1; -} - static int l_GetWorldTotalMin (lua_State *L) { UINT32 uiDate = GetWorldTotalMin(); diff --git a/Strategic/Luaglobal.cpp b/Strategic/Luaglobal.cpp index 4fe0c7501..3928c8b7b 100644 --- a/Strategic/Luaglobal.cpp +++ b/Strategic/Luaglobal.cpp @@ -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");