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- Moved some INI property initialization values in the correct place
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7206 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+30
-36
@@ -978,17 +978,14 @@ void LoadGameExternalOptions()
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// Are enemy females restricted to Blackshirts only?
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gGameExternalOptions.fRestrictFemaleEnemiesExceptElite = iniReader.ReadBoolean("Graphics Settings","RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE",FALSE);
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// *** ddd - BEGIN
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// New setting to allow thin progressbar
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gGameExternalOptions.fSmallSizeProgressbar = iniReader.ReadBoolean("Graphics Settings", "SMALL_SIZE_PB", FALSE);
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// *** ddd - END
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//################# Sound Settings #################
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gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME", 0, 0, 1000 /*1000 = 10x?*/);
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gGameExternalOptions.gubMaxPercentNoiseSilencedSound = iniReader.ReadInteger("Sound Settings","MAX_PERCENT_NOISE_SILENCED_SOUND", 35, 0, 100 );
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//################# Tactical Interface Settings #################
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gGameExternalOptions.gfRevealItems = iniReader.ReadBoolean("Tactical Interface Settings","REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT",TRUE);
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@@ -1385,8 +1382,37 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE", 3, 0, 3);
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gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE", 100, 0, 200);
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// SANDRO - Improved camo applying and camo can be removed
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gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE);
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gGameExternalOptions.bCamoKitArea = iniReader.ReadInteger("Tactical Gameplay Settings", "CAMO_KIT_USABLE_AREA", 5, 0, 100);
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// SANDRO - Enhanced close combat system
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gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE);
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// SANDRO - give special Exp for completing quests
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gGameExternalOptions.usAwardSpecialExpForQuests = iniReader.ReadInteger("Tactical Gameplay Settings", "AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS", 100, 0, 5000);
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//tais: soldiers always wear any armour..
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gGameExternalOptions.fSoldiersWearAnyArmour = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIERS_ALWAYS_WEAR_ANY_ARMOR", FALSE);
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// improved Interrupt System (info: multiplayer game ALWAYS use the old interrupt system, because the new one causes crashes, no problem so far)
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//gGameOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
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gGameExternalOptions.ubBasicPercentRegisterValueIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_PERCENTAGE_APS_REGISTERED", 60, 0, 250);
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gGameExternalOptions.ubPercentRegisterValuePerLevelIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL", 4, 0, 100);
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gGameExternalOptions.ubBasicReactionTimeLengthIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_REACTION_TIME_LENGTH", 25, 5, 100);
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gGameExternalOptions.fAllowCollectiveInterrupts = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_COLLECTIVE_INTERRUPTS", TRUE);
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gGameExternalOptions.fAllowInstantInterruptsOnSight = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", FALSE);
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gGameExternalOptions.fNoEnemyAutoReadyWeapon = iniReader.ReadInteger("Tactical Gameplay Settings", "NO_ENEMY_AUTOMATIC_WEAPON_READYING", 1, 0, 2);
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// enable schedules and decision making for any named npc regardless of their team
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gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE);
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gGameExternalOptions.fAccessOtherMercInventories = iniReader.ReadBoolean("Tactical Gameplay Settings","ACCESS_OTHER_MERC_INVENTORIES", TRUE);
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gGameExternalOptions.fBackPackWeightLowersAP = iniReader.ReadBoolean("Tactical Gameplay Settings","BACKPACKWEIGHT_LOWERS_AP", TRUE);
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// *** ddd - BEGIN
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gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE);
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// sevenfm: new mouse commands
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@@ -1472,38 +1498,6 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fAddPassengerToAnySquad = iniReader.ReadBoolean("Tactical Interface Settings","ADD_PASSENGER_TO_ANY_SQUAD", TRUE);
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gGameExternalOptions.fPassengerLeavingSwitchToNewSquad = iniReader.ReadBoolean("Tactical Interface Settings","PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD", FALSE);
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// *** ddd - END
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// SANDRO - Improved camo applying and camo can be removed
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gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE);
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gGameExternalOptions.bCamoKitArea = iniReader.ReadInteger("Tactical Gameplay Settings", "CAMO_KIT_USABLE_AREA", 5, 0, 100);
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// SANDRO - Enhanced close combat system
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gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE);
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// SANDRO - give special Exp for completing quests
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gGameExternalOptions.usAwardSpecialExpForQuests = iniReader.ReadInteger("Tactical Gameplay Settings", "AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS", 100, 0, 5000);
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//tais: soldiers always wear any armour..
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gGameExternalOptions.fSoldiersWearAnyArmour = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIERS_ALWAYS_WEAR_ANY_ARMOR", FALSE);
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// improved Interrupt System (info: multiplayer game ALWAYS use the old interrupt system, because the new one causes crashes, no problem so far)
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//gGameOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
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gGameExternalOptions.ubBasicPercentRegisterValueIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_PERCENTAGE_APS_REGISTERED", 60, 0, 250);
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gGameExternalOptions.ubPercentRegisterValuePerLevelIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL", 4, 0, 100);
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gGameExternalOptions.ubBasicReactionTimeLengthIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_REACTION_TIME_LENGTH", 25, 5, 100);
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gGameExternalOptions.fAllowCollectiveInterrupts = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_COLLECTIVE_INTERRUPTS", TRUE);
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gGameExternalOptions.fAllowInstantInterruptsOnSight = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", FALSE);
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gGameExternalOptions.fNoEnemyAutoReadyWeapon = iniReader.ReadInteger("Tactical Gameplay Settings", "NO_ENEMY_AUTOMATIC_WEAPON_READYING", 1, 0, 2);
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// enable schedules and decision making for any named npc regardless of their team
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gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE);
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gGameExternalOptions.fAccessOtherMercInventories = iniReader.ReadBoolean("Tactical Gameplay Settings","ACCESS_OTHER_MERC_INVENTORIES", TRUE);
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gGameExternalOptions.fBackPackWeightLowersAP = iniReader.ReadBoolean("Tactical Gameplay Settings","BACKPACKWEIGHT_LOWERS_AP", TRUE);
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//################# Tactical Enemy Role Settings ##################
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// Flugente: enemy roles
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gGameExternalOptions.fEnemyRoles = iniReader.ReadBoolean("Tactical Enemy Role Settings", "ENEMYROLES", TRUE);
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