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https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
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:
-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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