****************************************************************************

** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-05-26 11:04:47 +00:00
parent c999420bb7
commit 6e2bdd557c
191 changed files with 17816 additions and 6106 deletions
+35 -9
View File
@@ -52,7 +52,7 @@ enum
TOPTION_ALLOW_SOLDIER_TOOLTIPS,
TOPTION_USE_AUTO_SAVE,
TOPTION_SILENT_SKYRIDER,
TOPTION_LOW_CPU_USAGE,
//TOPTION_LOW_CPU_USAGE,
TOPTION_ENHANCED_DESC_BOX,
// arynn
@@ -69,6 +69,13 @@ enum
// WANNE: Moved alternate bullets graphics (tracers) to options
TOPTION_ALTERNATE_BULLET_GRAPHICS,
// CHRISL: HAM 4: Activate/Deactivate NCTH mode
TOPTION_USE_NCTH,
// WANNE:
TOPTION_SHOW_TACTICAL_FACE_GEAR,
TOPTION_SHOW_TACTICAL_FACE_ICONS,
// arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER,
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS, // force all pending Bobby Ray shipments
@@ -696,13 +703,20 @@ typedef struct
BOOLEAN fDynamicAimingTime;
// allow old behaviour
BOOLEAN fAimLevelsDependOnDistance;
BOOLEAN fAimLevelsDependOnDistance; // feel free to dump this option
INT32 iAimLevelsCompatibilityOption; // but not this one
//WarmSteel - These determine in which group each scope belongs. Needed for dynamic aiming limits.
INT16 sVeryHighPowerScope;
INT16 sHighPowerScope;
INT16 sMediumPowerScope;
//CHRISL: AI Sniper fields
BOOLEAN fAISniperElite;
UINT16 fAISniperRange;
UINT16 fAISniperChance;
UINT16 fAISniperChanceWithSR;
// HEADROCK HAM B2.6: Controls how much effect target movement has on aiming
FLOAT iMovementEffectOnAiming;
@@ -718,8 +732,9 @@ typedef struct
// HEADROCK HAM B2.6/2/1: Toggle new Burst/Auto CTH bars: 0=neither, 1=both, 2=Burst, 3=Auto
UINT8 ubNewCTHBars;
// HEADROCK HAM B2.6: Toggle whether AI checks for larger magazine when wanting to suppress at a distance
BOOLEAN fIncreaseAISuppressionFire;
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
UINT16 ubAISuppressionMinimumMagSize;
UINT16 ubAISuppressionMinimumAmmo;
// HEADROCK HAM B2.7: Change the speed of skill progression. (defaults set to JA2 normal)
UINT16 usHealthSubpointsToImprove;
@@ -840,9 +855,6 @@ typedef struct
// HEADROCK HAM 3.3: Externalized maximum possible penalty for hitting a moving target. JA2 Default = 30.
UINT16 usMaxCTHPenaltyForMovingTarget;
// CHRISL: HAM4-NCTH
BOOLEAN fUseNCTH;
// HEADROCK HAM 3.3: Increases tolerance while moving.
UINT8 ubTilesMovedPerBonusTolerancePoint;
@@ -960,8 +972,8 @@ typedef struct
BOOLEAN fEnableInventoryPoolQ;
//legion by Jazz
BOOLEAN fShowTacticalFaceGear; //legion 2
BOOLEAN fShowTacticalFaceIcons; //legion 2
//BOOLEAN fShowTacticalFaceGear; //legion 2
//BOOLEAN fShowTacticalFaceIcons; //legion 2
INT8 bTacticalFaceIconStyle;
//Enemy Names Group Legion 2 by Jazz
@@ -980,6 +992,9 @@ typedef struct
UINT8 ubChanceTonyAvailable; // silversurfer/SANDRO
BOOLEAN fStandUpAfterBattle;
INT32 iInitialMercArrivalLocation;
} GAME_EXTERNAL_OPTIONS;
typedef struct
@@ -1230,9 +1245,11 @@ typedef struct
{
UINT32 NORMAL_SHOOTING_DISTANCE; // Distance at which 1x magnification is 100% effective. This is a major component of the entire shooting mechanism.
FLOAT DEGREES_MAXIMUM_APERTURE; // Maximum possible aperture for a 100% muzzle sway shot. Decrease to make all shots more accurate.
FLOAT RANGE_COEFFICIENT; // Determines maximum range which decides when gravity forces bullets to drop
FLOAT GRAVITY_COEFFICIENT; // Changes the way gravity works in the game. Higher values mean bullets don't drop as quickly after reaching max range.
FLOAT VERTICAL_BIAS; // This float can be used to reduce the chance of missing too far upwards or downwards (compared to left/right).
FLOAT SCOPE_RANGE_MULTIPLIER; // Adjusts the minimum effective range of scopes
FLOAT SIDE_FACING_DIVISOR; // Deals with a visual error in NCTH relating to shooting at a target who is facing directly perpendicular to the shooters facing.
FLOAT BASE_EXP; // Importance of Experience for BASE CTH
FLOAT BASE_MARKS; // Importance of Marksmanship for BASE CTH
@@ -1255,6 +1272,7 @@ typedef struct
FLOAT BASE_DRAW_COST; // Applied per 1 AP of the weapon's Ready Cost, under 100AP.
FLOAT BASE_TWO_GUNS; // Gun Difficulty Multiplier for shooting two guns
FLOAT BASE_ONE_HANDED; // Gun Difficulty Multiplier for shooting a pistol with one hand.
FLOAT BASE_STANDING_STANCE; // Gun Difficulty Multiplier for shooting from a standing stance
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
@@ -1304,6 +1322,8 @@ typedef struct
FLOAT RECOIL_MAX_COUNTER_AGI;
FLOAT RECOIL_MAX_COUNTER_EXP_LEVEL;
FLOAT RECOIL_MAX_COUNTER_FORCE;
FLOAT RECOIL_MAX_COUNTER_CROUCH;
FLOAT RECOIL_MAX_COUNTER_PRONE;
FLOAT RECOIL_COUNTER_ACCURACY_MIN_ERROR;
FLOAT RECOIL_COUNTER_ACCURACY_DEX;
FLOAT RECOIL_COUNTER_ACCURACY_WIS;
@@ -1311,11 +1331,17 @@ typedef struct
FLOAT RECOIL_COUNTER_ACCURACY_EXP_LEVEL;
FLOAT RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR;
FLOAT RECOIL_COUNTER_ACCURACY_TRACER_BONUS;
FLOAT RECOIL_COUNTER_ACCURACY_ANTICIPATION;
FLOAT RECOIL_COUNTER_ACCURACY_COMPENSATION;
FLOAT RECOIL_COUNTER_FREQUENCY_AGI;
FLOAT RECOIL_COUNTER_FREQUENCY_EXP_LEVEL;
FLOAT RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR;
UINT8 RECOIL_COUNTER_INCREMENT;
UINT8 RECOIL_COUNTER_INCREMENT_TRACER;
UINT32 NORMAL_RECOIL_DISTANCE;
FLOAT MAX_BULLET_DEV;
BOOLEAN RANGE_EFFECTS_DEV;
} CTH_CONSTANTS;