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