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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New ingame option: Smart tree tops.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8936 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -219,6 +219,7 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE );
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gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE );
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gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TREE_TOPS" , TRUE );
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gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , FALSE );
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gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_WIREFRAME" , TRUE );
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gGameSettings.fOptions[TOPTION_3D_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_3D_CURSOR" , FALSE );
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gGameSettings.fOptions[TOPTION_CTH_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CTH_CURSOR" , TRUE );
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@@ -436,6 +437,7 @@ BOOLEAN SaveGameSettings()
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settings << "TOPTION_SNAP_CURSOR_TO_DOOR = " << (gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_GLOW_ITEMS = " << (gGameSettings.fOptions[TOPTION_GLOW_ITEMS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_TREE_TOPS = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SMART_TREE_TOPS = " << (gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_WIREFRAME = " << (gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_3D_CURSOR = " << (gGameSettings.fOptions[TOPTION_3D_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_CTH_CURSOR = " << (gGameSettings.fOptions[TOPTION_CTH_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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@@ -551,6 +553,7 @@ void InitGameSettings()
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gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE;
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gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
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gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE;
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gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = FALSE;
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gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE;
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gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE;
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gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE;
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@@ -38,6 +38,7 @@ enum
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TOPTION_SNAP_CURSOR_TO_DOOR,
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TOPTION_GLOW_ITEMS,
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TOPTION_TOGGLE_TREE_TOPS,
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TOPTION_SMART_TREE_TOPS,
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TOPTION_TOGGLE_WIREFRAME,
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TOPTION_3D_CURSOR,
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TOPTION_CTH_CURSOR,
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+3
-1
@@ -904,7 +904,9 @@ void ExitOptionsScreen()
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}
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//if the user changed the TREE TOP option, AND a world is loaded
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if( gfSettingOfTreeTopStatusOnEnterOfOptionScreen != gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] && gfWorldLoaded )
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// sevenfm: always update tree top state
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//if( gfSettingOfTreeTopStatusOnEnterOfOptionScreen != gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] && gfWorldLoaded )
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if (gfWorldLoaded)
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{
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SetTreeTopStateForMap();
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}
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@@ -526,6 +526,8 @@ void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier)
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UIHandleLUIEndLock( NULL );
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}
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INT32 gOldMapSpot = NOWHERE;
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// MAIN TACTICAL UI HANDLER
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UINT32 HandleTacticalUI( void )
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{
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@@ -661,6 +663,13 @@ UINT32 HandleTacticalUI( void )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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// sevenfm: update trees
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if (usMapPos != gOldMapSpot)
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{
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gOldMapSpot = usMapPos;
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UpdateTreeVisibility();
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}
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// Look for soldier full
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if ( FindSoldier( usMapPos, &gusUIFullTargetID, &guiUIFullTargetFlags, ( FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) ) )
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{
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@@ -2854,12 +2854,18 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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// trversing...
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if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
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{
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// sevenfm: update tree visibility
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UpdateTreeVisibility();
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return( TRUE );
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}
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// Check if they are out of breath
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if ( pSoldier->CheckForBreathCollapse( ) )
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{
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// sevenfm: update tree visibility
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UpdateTreeVisibility();
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(*pfKeepMoving ) = TRUE;
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return( FALSE );
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}
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@@ -2867,6 +2873,9 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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// see if a mine gets set off...
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if (SetOffBombsInGridNo( pSoldier->ubID, pSoldier->sGridNo, FALSE, pSoldier->pathing.bLevel ) )
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{
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// sevenfm: update tree visibility
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UpdateTreeVisibility();
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(*pfKeepMoving) = FALSE;
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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return( FALSE );
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@@ -2897,6 +2906,9 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT);
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}
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// sevenfm: update tree visibility
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UpdateTreeVisibility();
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - if pending interrupt flag was set for movement type of interupt, resolve it here
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if ( UsingImprovedInterruptSystem() )
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@@ -7571,7 +7571,7 @@ void SOLDIERTYPE::ChangeSoldierStance( UINT8 ubDesiredStance )
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// Set desired stance
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this->ubDesiredHeight = ubDesiredStance;
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this->EVENT_InitNewSoldierAnim(usNewState, 0, FALSE);
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this->EVENT_InitNewSoldierAnim(usNewState, 0, FALSE);
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}
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this->usSoldierFlagMask |= SOLDIER_REDOFLASHLIGHT;
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@@ -5091,6 +5091,7 @@ void ToggleTreeTops()
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if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ REMOVING_TREETOPS_STR ] );
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gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = FALSE;
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WorldHideTrees( );
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gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
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}
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@@ -5098,9 +5099,9 @@ void ToggleTreeTops()
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ SHOWING_TREETOPS_STR ]);
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WorldShowTrees( );
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gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = TRUE;
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gTacticalStatus.uiFlags &= (~NOHIDE_REDUNDENCY);
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}
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gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = !gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ];
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// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
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InvalidateWorldRedundency( );
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+145
-29
@@ -4000,30 +4000,30 @@ LEVELNODE* FindShadow(INT32 sGridNo, UINT16 usStructIndex)
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}
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void WorldHideTrees( )
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void WorldHideTrees()
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{
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LEVELNODE *pNode;
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BOOLEAN fRerender=FALSE;
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UINT32 fTileFlags;
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INT32 cnt;
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LEVELNODE *pNode;
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BOOLEAN fRerender = FALSE;
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UINT32 fTileFlags;
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INT32 cnt;
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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for (cnt = 0; cnt < WORLD_MAX; cnt++)
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{
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pNode=gpWorldLevelData[ cnt ].pStructHead;
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while(pNode!=NULL)
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pNode = gpWorldLevelData[cnt].pStructHead;
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while (pNode != NULL)
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{
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GetTileFlags( pNode->usIndex, &fTileFlags );
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GetTileFlags(pNode->usIndex, &fTileFlags);
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if ( fTileFlags & FULL3D_TILE )
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if (fTileFlags & FULL3D_TILE)
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{
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if ( !( pNode->uiFlags & LEVELNODE_REVEALTREES ) )
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if (!(pNode->uiFlags & LEVELNODE_REVEALTREES))
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{
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pNode->uiFlags |= ( LEVELNODE_REVEALTREES );
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pNode->uiFlags |= (LEVELNODE_REVEALTREES);
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}
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fRerender=TRUE;
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fRerender = TRUE;
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}
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pNode=pNode->pNext;
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pNode = pNode->pNext;
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}
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}
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@@ -4031,39 +4031,155 @@ INT32 cnt;
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}
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void WorldShowTrees( )
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void WorldShowTrees()
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{
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LEVELNODE *pNode;
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BOOLEAN fRerender=FALSE;
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UINT32 fTileFlags;
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INT32 cnt;
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LEVELNODE *pNode;
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BOOLEAN fRerender = FALSE;
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UINT32 fTileFlags;
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INT32 cnt;
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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for (cnt = 0; cnt < WORLD_MAX; cnt++)
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{
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pNode=gpWorldLevelData[cnt].pStructHead;
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while(pNode!=NULL)
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pNode = gpWorldLevelData[cnt].pStructHead;
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while (pNode != NULL)
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{
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GetTileFlags( pNode->usIndex, &fTileFlags );
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GetTileFlags(pNode->usIndex, &fTileFlags);
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if ( fTileFlags & FULL3D_TILE )
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if (fTileFlags & FULL3D_TILE)
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{
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if ( ( pNode->uiFlags & LEVELNODE_REVEALTREES ) )
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if ((pNode->uiFlags & LEVELNODE_REVEALTREES))
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{
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pNode->uiFlags &=(~( LEVELNODE_REVEALTREES ) );
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pNode->uiFlags &= (~(LEVELNODE_REVEALTREES));
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}
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fRerender=TRUE;
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fRerender = TRUE;
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}
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pNode=pNode->pNext;
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pNode = pNode->pNext;
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}
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}
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SetRenderFlags(RENDER_FLAG_FULL );
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// sevenfm: also update smart tree tops
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if (gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS])
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UpdateTreeVisibility();
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SetRenderFlags(RENDER_FLAG_FULL);
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}
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void UpdateTreeVisibility()
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{
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if (!gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] || !gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS])
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return;
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LEVELNODE *pNode;
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BOOLEAN fRerender = FALSE;
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BOOLEAN fHidden = FALSE;
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UINT32 fTileFlags;
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INT32 cnt;
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SOLDIERTYPE *pOpponent;
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STRUCTURE *pStructureData;
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INT32 sSpot;
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BOOLEAN fHideTree;
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INT32 usMouseSpot;
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//Get the gridno the cursor is at
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GetMouseMapPos(&usMouseSpot);
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// first show all trees
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for (cnt = 0; cnt < WORLD_MAX; cnt++)
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{
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pNode = gpWorldLevelData[cnt].pStructHead;
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while (pNode != NULL)
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{
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GetTileFlags(pNode->usIndex, &fTileFlags);
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if (fTileFlags & FULL3D_TILE)
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{
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if ((pNode->uiFlags & LEVELNODE_REVEALTREES))
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{
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pNode->uiFlags &= ~(LEVELNODE_REVEALTREES);
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fRerender = TRUE;
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}
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}
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pNode = pNode->pNext;
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}
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}
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// now show all trees except trees near visible soldiers
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for (cnt = 0; cnt < WORLD_MAX; cnt++)
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{
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pNode = gpWorldLevelData[cnt].pStructHead;
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while (pNode != NULL)
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{
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pStructureData = pNode->pStructureData;
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if (pStructureData)
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sSpot = pNode->pStructureData->sGridNo;
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//sSpot = pNode->pStructureData->sBaseGridNo;
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else
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sSpot = NOWHERE;
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fHideTree = FALSE;
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// check trees near cursor position
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if (!TileIsOutOfBounds(usMouseSpot) &&
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(PythSpacesAway(sSpot, usMouseSpot) <= 2 && AIDirection(sSpot, usMouseSpot) == 0 ||
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PythSpacesAway(sSpot, usMouseSpot) <= 5 && AIDirection(sSpot, usMouseSpot) == 7 ||
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PythSpacesAway(sSpot, usMouseSpot) <= 2 && AIDirection(sSpot, usMouseSpot) == 6))
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{
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fHideTree = TRUE;
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}
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// find visible soldier near spot
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if (!TileIsOutOfBounds(sSpot) && !fHideTree)
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{
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for (UINT8 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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{
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pOpponent = MercSlots[uiLoop];
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if (pOpponent &&
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pOpponent->bVisible != -1 &&
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!TileIsOutOfBounds(pOpponent->sGridNo) &&
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(PythSpacesAway(sSpot, pOpponent->sGridNo) <= 2 && AIDirection(sSpot, pOpponent->sGridNo) == 0 ||
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PythSpacesAway(sSpot, pOpponent->sGridNo) <= 5 && AIDirection(sSpot, pOpponent->sGridNo) == 7 ||
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PythSpacesAway(sSpot, pOpponent->sGridNo) <= 2 && AIDirection(sSpot, pOpponent->sGridNo) == 6))
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{
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fHideTree = TRUE;
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break;
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}
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}
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}
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if (fHideTree)
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{
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GetTileFlags(pNode->usIndex, &fTileFlags);
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if (fTileFlags & FULL3D_TILE)
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{
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if (!(pNode->uiFlags & LEVELNODE_REVEALTREES))
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{
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pNode->uiFlags |= (LEVELNODE_REVEALTREES);
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fRerender = TRUE;
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fHidden = TRUE;
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}
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}
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}
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pNode = pNode->pNext;
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}
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}
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if (fRerender)
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{
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SetRenderFlags(RENDER_FLAG_FULL);
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if (fHidden)
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{
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gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
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//gTacticalStatus.uiFlags &= (~NOHIDE_REDUNDENCY);
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InvalidateWorldRedundency();
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}
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}
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}
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void SetWorldFlagsFromNewNode( INT32 sGridNo, UINT16 usIndex )
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@@ -158,7 +158,7 @@ LEVELNODE * FindShadow( INT32 sGridNo, UINT16 usStructIndex );
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void WorldHideTrees( );
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void WorldShowTrees( );
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void UpdateTreeVisibility();
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BOOLEAN IsTileRedundent( UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex );
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@@ -6340,6 +6340,7 @@ STR16 zOptionsToggleText[] =
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L"锁定门", //"Snap Cursor to Doors",
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L"物品闪亮", //"Make Items Glow",
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L"显示树冠", //"Show Tree Tops",
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L"Smart Tree Tops", // TODO. Translate
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L"显示轮廓", //"Show Wireframes",
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L"显示3D光标", //"Show 3D Cursor",
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L"显示命中机率", //"Show Chance to Hit on cursor",
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@@ -6451,6 +6452,9 @@ STR16 zOptionsScreenHelpText[] =
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//toggle tree tops
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L"打开时,显示树冠。(|T)",
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//smart tree tops
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L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
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//toggle wireframe
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L"打开时,显示未探明的墙的轮廓。(|C|t|r|l+|A|l|t+|W)",
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@@ -6347,6 +6347,7 @@ STR16 zOptionsToggleText[] =
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L"Auto-Cursor naar Deuren",
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L"Items Oplichten",
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L"Toon Boomtoppen",
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L"Smart Tree Tops", // TODO. Translate
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L"Toon Draadmodellen",
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L"Toon 3D Cursor",
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L"Show Chance to Hit on cursor",
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@@ -6458,6 +6459,9 @@ STR16 zOptionsScreenHelpText[] =
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//toggle tree tops
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L"Wanneer INGESCHAKELD worden Boom|toppen getoond.",
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//smart tree tops
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L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
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//toggle wireframe
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L"Wanneer INGESCHAKELD worden Draadmodellen van niet-zichtbare muren getoond. (|C|t|r|l+|A|l|t+|W)",
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@@ -6354,6 +6354,7 @@ STR16 zOptionsToggleText[] =
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L"Snap Cursor to Doors",
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L"Make Items Glow",
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L"Show Tree Tops",
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L"Smart Tree Tops",
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L"Show Wireframes",
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L"Show 3D Cursor",
|
||||
L"Show Chance to Hit on Cursor",
|
||||
@@ -6465,6 +6466,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
//toggle tree tops
|
||||
L"When ON, shows the |Tree tops.",
|
||||
|
||||
//smart tree tops
|
||||
L"When ON, hides tree tops near visible mercs and cursor position.",
|
||||
|
||||
//toggle wireframe
|
||||
L"When ON, displays Wireframes for obscured walls. (|C|t|r|l+|A|l|t+|W)",
|
||||
|
||||
|
||||
@@ -6352,6 +6352,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Figer curseur sur les portes",
|
||||
L"Objets en surbrillance",
|
||||
L"Afficher cimes",
|
||||
L"Smart Tree Tops", // TODO. Translate
|
||||
L"Affichage fil de fer",
|
||||
L"Curseur toit",
|
||||
L"Afficher chance de toucher",
|
||||
@@ -6462,6 +6463,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
|
||||
//toggle tree tops
|
||||
L"Activez cette option pour afficher la cime des arbres. (|T)",
|
||||
|
||||
//smart tree tops
|
||||
L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
|
||||
|
||||
//toggle wireframe
|
||||
L"Activez cette option pour afficher les murs en fil de fer. (|C|T|R|L+|A|L|T+||W)",
|
||||
|
||||
@@ -6217,6 +6217,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Cursor autom. auf Türen",
|
||||
L"Gegenstände leuchten",
|
||||
L"Baumkronen zeigen",
|
||||
L"Smart Tree Tops", // TODO. Translate
|
||||
L"Drahtgitter zeigen",
|
||||
L"3D Cursor zeigen",
|
||||
L"Trefferchance anzeigen",
|
||||
@@ -6328,6 +6329,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
//toggle tree tops
|
||||
L"Mit der Deaktivierung dieser Funktion lassen sich Baumkronen ausblenden um bessere Sicht auf das Geschehen zu ermöglichen (|T).",
|
||||
|
||||
//smart tree tops
|
||||
L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
|
||||
|
||||
//toggle wireframe
|
||||
L"Wenn diese Funktion aktiviert ist, werden Drahtgitter verborgener Wände gezeigt um z.B. perspektivisch verdeckte Fenster zu erkennen (|C|t|r|l+|A|l|t+|W).",
|
||||
|
||||
|
||||
@@ -6330,6 +6330,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Sposta il cursore sulle porte",
|
||||
L"Evidenzia gli oggetti",
|
||||
L"Mostra le fronde degli alberi",
|
||||
L"Smart Tree Tops", // TODO. Translate
|
||||
L"Mostra strutture",
|
||||
L"Mostra il cursore 3D",
|
||||
L"Show Chance to Hit on cursor",
|
||||
@@ -6441,6 +6442,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
//toggle tree tops
|
||||
L"Se attivata, mostra le fronde degli alberi. (|T)",
|
||||
|
||||
//smart tree tops
|
||||
L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
|
||||
|
||||
//toggle wireframe
|
||||
L"Se attivata, visualizza le |Strutture dei muri nascosti. (|C|t|r|l+|A|l|t+|W)",
|
||||
|
||||
|
||||
@@ -6348,6 +6348,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Przyciągaj kursor do drzwi",
|
||||
L"Pulsujące przedmioty",
|
||||
L"Pokazuj korony drzew",
|
||||
L"Smart Tree Tops", // TODO. Translate
|
||||
L"Pokazuj siatkę",
|
||||
L"Pokazuj kursor 3D",
|
||||
L"Pokazuj szansę na trafienie",
|
||||
@@ -6460,6 +6461,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
//toggle tree tops
|
||||
L"Jeśli WŁĄCZONE, wyświetlane będą korony drzew. ( |T )",
|
||||
|
||||
//smart tree tops
|
||||
L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate
|
||||
|
||||
//toggle wireframe
|
||||
L"Jeśli WŁĄCZONE, wyświetlane będą zarysy niewidocznych ścian. ( |C|t|r|l+|A|l|t+|W )",
|
||||
|
||||
|
||||
@@ -6340,6 +6340,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Курсор на дверь",
|
||||
L"Мерцание вещей",
|
||||
L"Показать кроны деревьев",
|
||||
L"Скрывать мешающие кроны",
|
||||
L"Показать каркасы",
|
||||
L"Трехмерный курсор",
|
||||
L"Показать шанс попадания",
|
||||
@@ -6451,6 +6452,9 @@ STR16 zOptionsScreenHelpText[] =
|
||||
//toggle tree tops
|
||||
L"Если включено, то отображаются кроны деревьев (|T).",
|
||||
|
||||
//smart tree tops
|
||||
L"Если включено, кроны деревьев не будут отображаться около видимых солдат и около курсора.",
|
||||
|
||||
//toggle wireframe
|
||||
L"Если включено, то у препятствий\nдополнительно показывается каркас (|C|t|r|l+|A|l|t+|W).",
|
||||
|
||||
|
||||
Reference in New Issue
Block a user