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Externalized Difficulty Settings
- Removed #ifdef DIFFICULTY_SETTING. Now the new difficulty settings code is always active (by Jazz) - Removed unused INI reading settings These parameters were moved to the file DifficultySettings.xml. ** Ja2_Options.INI ** ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE INITIAL_GARRISON_PERCENTAGES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE ** Creatures_Settings.INI ** CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL ** CTHConstants.ini ** BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7461 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-18
@@ -61,9 +61,7 @@ class SOLDIERTYPE;
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// anv: for taunts on miss
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#include "Civ Quotes.h"
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#ifdef DIFFICULTY_SETTING
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#include "GameInitOptionsScreen.h"
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#endif
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//rain
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//#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
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@@ -5935,11 +5933,8 @@ else
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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#ifdef DIFFICULTY_SETTING
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iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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#else
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iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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#endif
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//iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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// Percentage based-modifier from the weapon and its attachments
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@@ -6272,11 +6267,8 @@ else
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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#ifdef DIFFICULTY_SETTING
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iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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#else
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iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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#endif
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//iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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// Percent modifier from the weapon and its attachments
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@@ -12876,11 +12868,8 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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#ifdef DIFFICULTY_SETTING
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fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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#else
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fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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#endif
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//fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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return fBaseModifier;
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@@ -13179,11 +13168,8 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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#ifdef DIFFICULTY_SETTING
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fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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#else
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fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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#endif
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//fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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return fAimModifier;
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