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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
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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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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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static int l_GetStartingCashNovice (lua_State *L)
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{
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UINT32 val = gGameExternalOptions.iStartingCashNovice;
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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_GetWorldTotalMin (lua_State *L)
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{
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UINT32 uiDate = GetWorldTotalMin();
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@@ -89,18 +89,6 @@ void IniGlobalGameSetting(lua_State *L)
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lua_pushinteger(L, gGameExternalOptions.ubChanceTonyAvailable);
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lua_setglobal(L, "iniCHANCE_TONY_AVAILABLE");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
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lua_setglobal(L, "iniSTARTING_CASH_NOVICE");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
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lua_setglobal(L, "iniSTARTING_CASH_EXPERIENCED");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
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lua_setglobal(L, "iniSTARTING_CASH_EXPERT");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
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lua_setglobal(L, "iniSTARTING_CASH_INSANE");
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// WANNE: Currently not used
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lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
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lua_setglobal(L, "iniCAN_TRUE_CIVILIANS_BECOME_HOSTILE");
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@@ -526,18 +514,6 @@ void IniGlobalGameSetting(lua_State *L)
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lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
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lua_setglobal(L, "difficultyLevel");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
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lua_setglobal(L, "startingCashNovice");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
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lua_setglobal(L, "startingCashExperienced");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
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lua_setglobal(L, "startingCashExpert");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
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lua_setglobal(L, "startingCashInsane");
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lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
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lua_setglobal(L, "fCanTrueCiviliansBecomeHostile");
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