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*** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+250
-167
@@ -37,6 +37,8 @@
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#include "displaycover.h"
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#endif
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#include "KeyMap.h"
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#include "Timer Control.h"
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#include "Text.h"
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#include "connect.h"
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#include "sgp_logger.h"
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@@ -94,7 +96,7 @@ bool UsingNewAttachmentSystem()
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bool UsingNewCTHSystem()
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{
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return (gGameSettings.fOptions[TOPTION_USE_NCTH] == TRUE);
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return (gGameOptions.fUseNCTH == TRUE);
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}
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std::string StringToLower(std::string strToConvert)
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@@ -120,7 +122,7 @@ BOOLEAN IsNIVModeValid(bool checkRes)
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isValid = FALSE;
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// Also check the resolution if needed.
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if(checkRes == true && iResolution == 0)
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if(checkRes == true && iResolution >= _640x480 && iResolution < _800x600)
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isValid = FALSE;
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return isValid;
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@@ -204,11 +206,12 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors
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gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE );
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if (!is_networked)
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gGameSettings.fOptions[TOPTION_USE_NCTH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_NCTH" , FALSE );
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else
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gGameSettings.fOptions[TOPTION_USE_NCTH] = FALSE;
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//if (!is_networked)
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// gGameSettings.fOptions[TOPTION_USE_NCTH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_NCTH" , FALSE );
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//else
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// gGameSettings.fOptions[TOPTION_USE_NCTH] = FALSE;
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gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE );
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gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_GEAR" , TRUE );
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gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_ICONS" , TRUE );
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gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CHEAT_MODE_OPTIONS_HEADER" , FALSE );
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@@ -227,8 +230,19 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE );
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gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE );
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gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE );
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gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_ALL_GAME_OPTIONS" , FALSE );
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if (!is_networked)
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gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
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else
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gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
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// The "HIGHSPEED_TIMER" property from the ja2.ini is not set, disable the option
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if (!IsHiSpeedClockMode())
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gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
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//gGameOptions.fWeaponOverheating = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_WEAPON_OVERHEATING" , FALSE ); // Flugente FTW 1: Weapon Overheating
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gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_ALL_GAME_OPTIONS" , FALSE );
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DeleteShadeTableDir(); // ary-05/05/2009 : Might be bad idea for it to be here. But its gotta happen for some reason every now and then.
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// : The call to DeleteShadeTableDir() used to coincided with reseting an older settings file.
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@@ -293,136 +307,139 @@ BOOLEAN SaveGameSettings()
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{
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if (!is_networked)
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{
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//Record the current settings into the game settins structure
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gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
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gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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//Record the current settings into the game settins structure
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gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
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gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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std::stringstream settings;
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const char endl[] = "\r\n";
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settings << ";******************************************************************************************************************************" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "; Jagged Alliance 2 --Settings File-- " << endl;
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settings << "; " << endl;
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settings << "; Please note that this file is automatically generated by the game. " << endl;
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settings << "; " << endl;
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settings << "; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, " << endl;
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settings << "; some may be ignored, but most likely they will be acceptable or reset to a default value. " << endl;
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settings << "; " << endl;
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settings << "; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated." << endl;
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settings << "; " << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << "; The Current Game Setting Struct is defined as : " << endl;
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settings << ";" << endl;
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settings << "; typedef struct" << endl;
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settings << "; {" << endl;
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settings << "; INT8 bLastSavedGameSlot; // The last saved game number goes in here" << endl;
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settings << "; UINT8 ubMusicVolumeSetting; // Volume Setting" << endl;
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settings << "; UINT8 ubSoundEffectsVolume; // Volume Setting" << endl;
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settings << "; UINT8 ubSpeechVolume; // Volume Setting" << endl;
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settings << "; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )" << endl;
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settings << "; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'" << endl;
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settings << "; BOOLEAN fHideHelpInAllScreens; // Controls Help \"do not show help again\" checkbox" << endl;
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//settings << "; UINT8 ubSizeOfDisplayCover; // The number of grids the player designates thru [Delete + ( = or - )]" << endl;
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//settings << "; UINT8 ubSizeOfLOS; // The number of grids the player designates thru [End + ( = or - )]" << endl;
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settings << "; } GAME_SETTINGS" << endl;
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settings << ";" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl << endl;
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settings << "[JA2 Game Settings]" << endl;
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std::stringstream settings;
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const char endl[] = "\r\n";
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settings << ";******************************************************************************************************************************" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "; Jagged Alliance 2 --Settings File-- " << endl;
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settings << "; " << endl;
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settings << "; Please note that this file is automatically generated by the game. " << endl;
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settings << "; " << endl;
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settings << "; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, " << endl;
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settings << "; some may be ignored, but most likely they will be acceptable or reset to a default value. " << endl;
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settings << "; " << endl;
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settings << "; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated." << endl;
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settings << "; " << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << "; The Current Game Setting Struct is defined as : " << endl;
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settings << ";" << endl;
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settings << "; typedef struct" << endl;
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settings << "; {" << endl;
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settings << "; INT8 bLastSavedGameSlot; // The last saved game number goes in here" << endl;
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settings << "; UINT8 ubMusicVolumeSetting; // Volume Setting" << endl;
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settings << "; UINT8 ubSoundEffectsVolume; // Volume Setting" << endl;
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settings << "; UINT8 ubSpeechVolume; // Volume Setting" << endl;
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settings << "; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )" << endl;
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settings << "; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'" << endl;
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settings << "; BOOLEAN fHideHelpInAllScreens; // Controls Help \"do not show help again\" checkbox" << endl;
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//settings << "; UINT8 ubSizeOfDisplayCover; // The number of grids the player designates thru [Delete + ( = or - )]" << endl;
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//settings << "; UINT8 ubSizeOfLOS; // The number of grids the player designates thru [End + ( = or - )]" << endl;
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settings << "; } GAME_SETTINGS" << endl;
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settings << ";" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl << endl;
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settings << "[JA2 Game Settings]" << endl;
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settings << "bLastSavedGameSlot = " << (int)gGameSettings.bLastSavedGameSlot << endl;
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settings << "ubMusicVolumeSetting = " << (int)gGameSettings.ubMusicVolumeSetting << endl;
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settings << "ubSoundEffectsVolume = " << (int)gGameSettings.ubSoundEffectsVolume << endl;
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settings << "ubSpeechVolume = " << (int)gGameSettings.ubSpeechVolume << endl;
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settings << "uiMeanwhileScenesSeenFlags = " << gGameSettings.uiMeanwhileScenesSeenFlags << endl;
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settings << "fHideHelpInAllScreens = " << (gGameSettings.fHideHelpInAllScreens ? "TRUE" : "FALSE" ) << endl;
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//settings << "ubSizeOfDisplayCover = " << (int)gGameSettings.ubSizeOfDisplayCover << endl;
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//settings << "ubSizeOfLOS = " << (int)gGameSettings.ubSizeOfLOS << endl;
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settings << "TOPTION_SPEECH = " << (gGameSettings.fOptions[TOPTION_SPEECH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_MUTE_CONFIRMATIONS = " << (gGameSettings.fOptions[TOPTION_MUTE_CONFIRMATIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SUBTITLES = " << (gGameSettings.fOptions[TOPTION_SUBTITLES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_KEY_ADVANCE_SPEECH = " << (gGameSettings.fOptions[TOPTION_KEY_ADVANCE_SPEECH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ANIMATE_SMOKE = " << (gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_BLOOD_N_GORE = " << (gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DONT_MOVE_MOUSE = " << (gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_OLD_SELECTION_METHOD = " << (gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = " << (gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_MISSES = " << (gGameSettings.fOptions[TOPTION_SHOW_MISSES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RTCONFIRM = " << (gGameSettings.fOptions[TOPTION_RTCONFIRM] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SLEEPWAKE_NOTIFICATION = " << (gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_USE_METRIC_SYSTEM = " << (gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_MERC_ALWAYS_LIGHT_UP = " << (gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SMART_CURSOR = " << (gGameSettings.fOptions[TOPTION_SMART_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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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_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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settings << "TOPTION_GL_BURST_CURSOR = " << (gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_TAUNTS = " << (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] ? "TRUE" : "FALSE" ) << endl; // changed from drop all - SANDRO
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settings << "TOPTION_GL_HIGH_ANGLE = " << (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_REAL_TIME_SNEAK = " << (gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] ? "TRUE" : "FALSE" ) << endl; // changed from restrict aim levels - SANDRO
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settings << "TOPTION_SPACE_SELECTS_NEXT_SQUAD = " << (gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_ITEM_SHADOW = " << (gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_WEAPON_RANGE_IN_TILES = " << (gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TRACERS_FOR_SINGLE_FIRE = " << (gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RAIN_SOUND = " << (gGameSettings.fOptions[TOPTION_RAIN_SOUND] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_CROWS = " << (gGameSettings.fOptions[TOPTION_ALLOW_CROWS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_SOLDIER_TOOLTIPS = " << (gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_USE_AUTO_SAVE = " << (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SILENT_SKYRIDER = " << (gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] ? "TRUE" : "FALSE" ) << endl;
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//settings << "TOPTION_LOW_CPU_USAGE = " << (gGameSettings.fOptions[TOPTION_LOW_CPU_USAGE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ENHANCED_DESC_BOX = " << (gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_TURN_MODE = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_STAT_PROGRESS_BARS = " << (gGameSettings.fOptions[TOPTION_STAT_PROGRESS_BARS] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 3.6: Progress Bars
|
||||
settings << "TOPTION_ALT_MAP_COLOR = " << (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Alt Map Colors
|
||||
settings << "TOPTION_ALTERNATE_BULLET_GRAPHICS = " << (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_NCTH = " << (gGameSettings.fOptions[TOPTION_USE_NCTH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_GEAR = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_ICONS = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DISABLE_CURSOR_SWAP = " << (gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_REPORT_MISS_MARGIN = " << (gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Shot offset report
|
||||
settings << "TOPTION_SHOW_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = " << (gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RENDER_MOUSE_REGIONS = " << (gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING." << endl;
|
||||
settings << "; They are only included here for complete transparency for all GameSettings content. " << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "TOPTION_LAST_OPTION = " << (gGameSettings.fOptions[TOPTION_LAST_OPTION] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_HIDE_BULLETS = " << (gGameSettings.fOptions[TOPTION_HIDE_BULLETS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TRACKING_MODE = " << (gGameSettings.fOptions[TOPTION_TRACKING_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_ALL_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "bLastSavedGameSlot = " << (int)gGameSettings.bLastSavedGameSlot << endl;
|
||||
settings << "ubMusicVolumeSetting = " << (int)gGameSettings.ubMusicVolumeSetting << endl;
|
||||
settings << "ubSoundEffectsVolume = " << (int)gGameSettings.ubSoundEffectsVolume << endl;
|
||||
settings << "ubSpeechVolume = " << (int)gGameSettings.ubSpeechVolume << endl;
|
||||
settings << "uiMeanwhileScenesSeenFlags = " << gGameSettings.uiMeanwhileScenesSeenFlags << endl;
|
||||
settings << "fHideHelpInAllScreens = " << (gGameSettings.fHideHelpInAllScreens ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "ubSizeOfDisplayCover = " << (int)gGameSettings.ubSizeOfDisplayCover << endl;
|
||||
//settings << "ubSizeOfLOS = " << (int)gGameSettings.ubSizeOfLOS << endl;
|
||||
settings << "TOPTION_SPEECH = " << (gGameSettings.fOptions[TOPTION_SPEECH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MUTE_CONFIRMATIONS = " << (gGameSettings.fOptions[TOPTION_MUTE_CONFIRMATIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SUBTITLES = " << (gGameSettings.fOptions[TOPTION_SUBTITLES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_KEY_ADVANCE_SPEECH = " << (gGameSettings.fOptions[TOPTION_KEY_ADVANCE_SPEECH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ANIMATE_SMOKE = " << (gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_BLOOD_N_GORE = " << (gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DONT_MOVE_MOUSE = " << (gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_OLD_SELECTION_METHOD = " << (gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = " << (gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_MISSES = " << (gGameSettings.fOptions[TOPTION_SHOW_MISSES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RTCONFIRM = " << (gGameSettings.fOptions[TOPTION_RTCONFIRM] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SLEEPWAKE_NOTIFICATION = " << (gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_METRIC_SYSTEM = " << (gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MERC_ALWAYS_LIGHT_UP = " << (gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SMART_CURSOR = " << (gGameSettings.fOptions[TOPTION_SMART_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SNAP_CURSOR_TO_DOOR = " << (gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_GLOW_ITEMS = " << (gGameSettings.fOptions[TOPTION_GLOW_ITEMS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_TREE_TOPS = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_WIREFRAME = " << (gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_3D_CURSOR = " << (gGameSettings.fOptions[TOPTION_3D_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CTH_CURSOR = " << (gGameSettings.fOptions[TOPTION_CTH_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_GL_BURST_CURSOR = " << (gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_TAUNTS = " << (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] ? "TRUE" : "FALSE" ) << endl; // changed from drop all - SANDRO
|
||||
settings << "TOPTION_GL_HIGH_ANGLE = " << (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_REAL_TIME_SNEAK = " << (gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] ? "TRUE" : "FALSE" ) << endl; // changed from restrict aim levels - SANDRO
|
||||
settings << "TOPTION_SPACE_SELECTS_NEXT_SQUAD = " << (gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_ITEM_SHADOW = " << (gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_WEAPON_RANGE_IN_TILES = " << (gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TRACERS_FOR_SINGLE_FIRE = " << (gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RAIN_SOUND = " << (gGameSettings.fOptions[TOPTION_RAIN_SOUND] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_CROWS = " << (gGameSettings.fOptions[TOPTION_ALLOW_CROWS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_SOLDIER_TOOLTIPS = " << (gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_AUTO_SAVE = " << (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SILENT_SKYRIDER = " << (gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "TOPTION_LOW_CPU_USAGE = " << (gGameSettings.fOptions[TOPTION_LOW_CPU_USAGE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ENHANCED_DESC_BOX = " << (gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_TURN_MODE = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_STAT_PROGRESS_BARS = " << (gGameSettings.fOptions[TOPTION_STAT_PROGRESS_BARS] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 3.6: Progress Bars
|
||||
settings << "TOPTION_ALT_MAP_COLOR = " << (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Alt Map Colors
|
||||
settings << "TOPTION_ALTERNATE_BULLET_GRAPHICS = " << (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "TOPTION_USE_NCTH = " << (gGameSettings.fOptions[TOPTION_USE_NCTH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_MERC_RANKS = " << (gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_GEAR = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_ICONS = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DISABLE_CURSOR_SWAP = " << (gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_AUTO_FAST_FORWARD_MODE = " << (gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "TOPTION_WEAPON_OVERHEATING = " << (gGameOptions.fWeaponOverheating ? "TRUE" : "FALSE" ) << endl; // Flugente FTW 1: Weapon Overheating
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_REPORT_MISS_MARGIN = " << (gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Shot offset report
|
||||
settings << "TOPTION_SHOW_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = " << (gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RENDER_MOUSE_REGIONS = " << (gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING." << endl;
|
||||
settings << "; They are only included here for complete transparency for all GameSettings content. " << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "TOPTION_LAST_OPTION = " << (gGameSettings.fOptions[TOPTION_LAST_OPTION] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_HIDE_BULLETS = " << (gGameSettings.fOptions[TOPTION_HIDE_BULLETS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TRACKING_MODE = " << (gGameSettings.fOptions[TOPTION_TRACKING_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_ALL_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
|
||||
try
|
||||
{
|
||||
vfs::COpenWriteFile wfile(GAME_SETTINGS_FILE,true,true);
|
||||
wfile->write(settings.str().c_str(), settings.str().length());
|
||||
}
|
||||
catch(vfs::Exception& ex)
|
||||
{
|
||||
SGP_WARNING(ex.what());
|
||||
vfs::CFile file(GAME_SETTINGS_FILE);
|
||||
if(file.openWrite(true,true))
|
||||
try
|
||||
{
|
||||
vfs::COpenWriteFile wfile( vfs::tWritableFile::cast(&file));
|
||||
SGP_TRYCATCH_RETHROW(file.write(settings.str().c_str(), settings.str().length()),L"");
|
||||
vfs::COpenWriteFile wfile(GAME_SETTINGS_FILE,true,true);
|
||||
wfile->write(settings.str().c_str(), settings.str().length());
|
||||
}
|
||||
catch(vfs::Exception& ex)
|
||||
{
|
||||
SGP_WARNING(ex.what());
|
||||
vfs::CFile file(GAME_SETTINGS_FILE);
|
||||
if(file.openWrite(true,true))
|
||||
{
|
||||
vfs::COpenWriteFile wfile( vfs::tWritableFile::cast(&file));
|
||||
SGP_TRYCATCH_RETHROW(file.write(settings.str().c_str(), settings.str().length()),L"");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
@@ -498,8 +515,10 @@ void InitGameSettings()
|
||||
gGameSettings.fOptions[ TOPTION_ALTERNATE_BULLET_GRAPHICS ] = TRUE;
|
||||
|
||||
// CHRISL: HAM 4: Activate/Deactivate NCTH mode
|
||||
gGameSettings.fOptions[ TOPTION_USE_NCTH ] = FALSE;
|
||||
//gGameSettings.fOptions[ TOPTION_USE_NCTH ] = FALSE;
|
||||
|
||||
gGameSettings.fOptions[ TOPTION_SHOW_MERC_RANKS ] = TRUE;
|
||||
|
||||
// WANNE:
|
||||
gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] = TRUE;
|
||||
gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ] = TRUE;
|
||||
@@ -507,6 +526,10 @@ void InitGameSettings()
|
||||
gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE;
|
||||
|
||||
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = FALSE;
|
||||
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE;
|
||||
|
||||
// Flugente FTW 1: Weapon Overheating
|
||||
//gGameSettings.fOptions[ TOPTION_WEAPON_OVERHEATING ] = TRUE;
|
||||
|
||||
// arynn: Cheat/Debug Menu
|
||||
gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
|
||||
@@ -555,6 +578,15 @@ void InitGameOptions()
|
||||
gGameOptions.ubGameStyle = STYLE_SCIFI;
|
||||
gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM;
|
||||
|
||||
//Fast Bobby Ray Shipments (CHECK)
|
||||
//gGameOptions.fBobbyRayFastShipments = FALSE;
|
||||
//Inventory AP Costs (CHECK)
|
||||
gGameOptions.fInventoryCostsAP = TRUE;
|
||||
|
||||
gGameOptions.fUseNCTH = FALSE;
|
||||
gGameOptions.fImprovedInterruptSystem = TRUE;
|
||||
gGameOptions.fWeaponOverheating = TRUE;
|
||||
|
||||
//CHRISL: override default inventory mode when in low res
|
||||
if(IsNIVModeValid(true) == FALSE)
|
||||
{
|
||||
@@ -579,9 +611,7 @@ void InitGameOptions()
|
||||
gGameOptions.fNewTraitSystem = FALSE;
|
||||
|
||||
gGameOptions.ubProgressSpeedOfItemsChoices = ITEM_PROGRESS_NORMAL;
|
||||
gGameOptions.fEnableAllTerrorists = FALSE;
|
||||
gGameOptions.fEnemiesDropAllItems = FALSE;
|
||||
gGameOptions.fEnableAllWeaponCaches = FALSE;
|
||||
}
|
||||
|
||||
|
||||
@@ -621,9 +651,9 @@ void LoadGameExternalOptions()
|
||||
|
||||
gGameExternalOptions.iMaxEnemyGroupSize = iniReader.ReadInteger("System Limit Settings","MAX_STRATEGIC_ENEMY_GROUP_SIZE",20, 10, 100);
|
||||
//JMich
|
||||
gGameExternalOptions.guiMaxItemSize = iniReader.ReadInteger("System Limit Settings","MAX_ITEM_SIZE",34, 0, 250);
|
||||
gGameExternalOptions.guiMaxWeaponSize = iniReader.ReadInteger("System Limit Settings","MAX_WEAPON_SIZE", 9, 0, 100);
|
||||
gGameExternalOptions.guiOIVSizeNumber = iniReader.ReadInteger("System Limit Settings","OLD_INVENTORY_ITEM_NUMBER", 99, 0, 255);
|
||||
gGameExternalOptions.guiMaxItemSize = iniReader.ReadInteger("System Limit Settings","MAX_ITEM_SIZE",34, 0, 65000);
|
||||
gGameExternalOptions.guiMaxWeaponSize = iniReader.ReadInteger("System Limit Settings","MAX_WEAPON_SIZE", 9, 0, 32000);
|
||||
gGameExternalOptions.guiOIVSizeNumber = iniReader.ReadInteger("System Limit Settings","OLD_INVENTORY_ITEM_NUMBER", 99, 0, 65535);
|
||||
|
||||
//################# Data File Settings #################
|
||||
|
||||
@@ -869,6 +899,9 @@ void LoadGameExternalOptions()
|
||||
// WANNE: Don't stop and talk in turn based when spotting an item
|
||||
gGameExternalOptions.fItemSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","ITEMS_SPOTTED_NO_TALK", FALSE);
|
||||
|
||||
// Buggler: Exit sector using grid exit in turn based mode?
|
||||
gGameExternalOptions.fGridExitInTurnBased = iniReader.ReadBoolean("Tactical Interface Settings","GRID_EXIT_IN_TURNBASED", TRUE);
|
||||
|
||||
//DBrot: Stand up after battle?
|
||||
gGameExternalOptions.fStandUpAfterBattle = iniReader.ReadBoolean("Tactical Interface Settings","STAND_UP_AFTER_BATTLE", TRUE);
|
||||
// Tactical militia command
|
||||
@@ -889,17 +922,11 @@ void LoadGameExternalOptions()
|
||||
// HEADROCK HAM 3.6: Maximum number of messages displayed in Tactical view
|
||||
gGameExternalOptions.ubMaxMessagesTactical = iniReader.ReadInteger("Tactical Interface Settings","MAXIMUM_MESSAGES_IN_TACTICAL", 6, 1, 36);
|
||||
// Apply a resolution-based limit.
|
||||
switch (iResolution)
|
||||
{
|
||||
case 0:
|
||||
// Max 20 lines in 640x480
|
||||
gGameExternalOptions.ubMaxMessagesTactical = __max(20, gGameExternalOptions.ubMaxMessagesTactical);
|
||||
break;
|
||||
case 1:
|
||||
// Max 26 lines in 800x600
|
||||
gGameExternalOptions.ubMaxMessagesTactical = __max(26, gGameExternalOptions.ubMaxMessagesTactical);
|
||||
break;
|
||||
}
|
||||
|
||||
if (iResolution >= _640x480 && iResolution < _800x600)
|
||||
gGameExternalOptions.ubMaxMessagesTactical = __max(20, gGameExternalOptions.ubMaxMessagesTactical);
|
||||
else if (iResolution < _1024x768)
|
||||
gGameExternalOptions.ubMaxMessagesTactical = __max(26, gGameExternalOptions.ubMaxMessagesTactical);
|
||||
|
||||
gGameExternalOptions.bTacticalFaceIconStyle = iniReader.ReadInteger("Tactical Interface Settings","TACTICAL_FACE_ICON_STYLE", 0, 0, 3);
|
||||
|
||||
@@ -1041,6 +1068,10 @@ void LoadGameExternalOptions()
|
||||
|
||||
gGameExternalOptions.fAllowWalkingWithWeaponRaised = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_WALKING_WITH_WEAPON_RAISED", TRUE);
|
||||
|
||||
gGameExternalOptions.fWeaponResting = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING",TRUE);
|
||||
gGameExternalOptions.fDisplayWeaponRestingIndicator = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING_DISPLAY",TRUE);
|
||||
gGameExternalOptions.ubProneModifierPercentage = iniReader.ReadInteger("Tactical Gameplay Settings","WEAPON_RESTING_PRONE_BONI_PERCENTAGE", 50, 0, 100);
|
||||
|
||||
// WANNE: Externalized grid number of new merc when they arrive with the helicopter (by Jazz)
|
||||
gGameExternalOptions.iInitialMercArrivalLocation = iniReader.ReadInteger("Tactical Gameplay Settings","INITIAL_MERC_ARRIVAL_LOCATION", 4870 );
|
||||
|
||||
@@ -1164,6 +1195,10 @@ void LoadGameExternalOptions()
|
||||
// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
|
||||
gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
|
||||
|
||||
//Inventory AP Weight Divisor
|
||||
gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,0,100);
|
||||
|
||||
|
||||
// CtH/2 if the target are out of gun range or invisible for this merc
|
||||
gGameExternalOptions.fOutOfGunRangeOrSight = iniReader.ReadFloat("Tactical Interface Settings","OUT_OF_SIGHT_OR_GUN_RANGE",2,1,100);
|
||||
// *** ddd - END
|
||||
@@ -1181,7 +1216,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fSoldiersWearAnyArmour = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIERS_ALWAYS_WEAR_ANY_ARMOR", FALSE);
|
||||
|
||||
// improved Interrupt System (info: multiplayer game ALWAYS use the old interrupt system, because the new one causes crashes, no problem so far)
|
||||
gGameExternalOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
|
||||
//gGameOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
|
||||
gGameExternalOptions.ubBasicPercentRegisterValueIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_PERCENTAGE_APS_REGISTERED", 60, 0, 250);
|
||||
gGameExternalOptions.ubPercentRegisterValuePerLevelIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL", 4, 0, 100);
|
||||
gGameExternalOptions.ubBasicReactionTimeLengthIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_REACTION_TIME_LENGTH", 25, 5, 100);
|
||||
@@ -1281,9 +1316,12 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.guiProlongLightningIfSeenSomeone = iniReader.ReadInteger("Tactical Weather Settings","DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED",5, 1, 60);
|
||||
gGameExternalOptions.guiChanceToDoLightningBetweenTurns = iniReader.ReadInteger("Tactical Weather Settings","CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS",35, 0, 100);
|
||||
|
||||
//################# Tactical Weapon Overheating Settings ##################
|
||||
// Flugente FTW 1: These settings control the behavior of Weapon Overheating, its severity, and its display.
|
||||
|
||||
|
||||
|
||||
gGameExternalOptions.fDisplayOverheatThermometer = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER",TRUE);
|
||||
gGameExternalOptions.iCooldownModificatorLonelyBarrel = iniReader.ReadFloat ("Tactical Weapon Overheating Settings","OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", 1.15f, 1.0f, 10.0f);
|
||||
|
||||
//################# Strategic Gamestart Settings ##################
|
||||
|
||||
//Lalien: Game starting time
|
||||
@@ -1376,10 +1414,6 @@ void LoadGameExternalOptions()
|
||||
// Allow reinforcements only between City sectors?
|
||||
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
|
||||
|
||||
// SANDRO - moved into the game start screen
|
||||
//gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
|
||||
//gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
|
||||
|
||||
// Kaiden: Vehicle Inventory change - Added INI file Option VEHICLE_INVENTORY
|
||||
gGameExternalOptions.fVehicleInventory = iniReader.ReadBoolean("Strategic Gameplay Settings", "VEHICLE_INVENTORY", TRUE);
|
||||
|
||||
@@ -1403,6 +1437,11 @@ void LoadGameExternalOptions()
|
||||
// CHRISL: Determine how Skyrider should handle landing in enemy occupied sectors
|
||||
gGameExternalOptions.ubSkyriderHotLZ = iniReader.ReadInteger("Strategic Gameplay Settings", "ALLOW_SKYRIDER_HOT_LZ", 0);
|
||||
|
||||
// enable all terrorists
|
||||
gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_TERRORISTS", TRUE);
|
||||
// enable all weapon caches
|
||||
gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
|
||||
|
||||
|
||||
//################# Laptop Settings ##################
|
||||
|
||||
@@ -1418,6 +1457,9 @@ void LoadGameExternalOptions()
|
||||
// HEADROCK HAM 3: If enabled, tooltipping over Bobby Ray's weapons will show a list of possible attachments to those weapons.
|
||||
gGameExternalOptions.fBobbyRayTooltipsShowAttachments = iniReader.ReadBoolean("Bobby Ray Settings","BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS", FALSE);
|
||||
|
||||
//JMich - Maximum Purchase Amount for Bobby Ray
|
||||
gGameExternalOptions.ubBobbyRayMaxPurchaseAmount = iniReader.ReadInteger("Bobby Ray Settings", "BOBBY_RAY_MAX_PURCHASE_AMOUNT", 10, 10, 100);
|
||||
|
||||
// WDS - Option to turn off stealing
|
||||
gGameExternalOptions.fStealingDisabled = iniReader.ReadBoolean("Bobby Ray Settings","STEALING_FROM_SHIPMENTS_DISABLED",FALSE);
|
||||
|
||||
@@ -1643,6 +1685,9 @@ void LoadGameExternalOptions()
|
||||
// chance that Tony will be in his office - silversurfer/SANDRO
|
||||
gGameExternalOptions.ubChanceTonyAvailable = iniReader.ReadInteger("Shopkeeper Inventory Settings","CHANCE_TONY_AVAILABLE", 80, 0, 100);
|
||||
|
||||
// Fast Bobby Ray shipments
|
||||
gGameExternalOptions.fBobbyRayFastShipments = iniReader.ReadBoolean("Shopkeeper Inventory Settings", "FAST_BOBBY_RAY_SHIPMENTS", FALSE);
|
||||
|
||||
//################# Strategic Assignment Settings ##################
|
||||
|
||||
////////// ALL ASSIGNMENTS //////////
|
||||
@@ -1699,7 +1744,18 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fEnableInventoryPoolQ = TRUE;
|
||||
#else
|
||||
gGameExternalOptions.fEnableInventoryPoolQ = FALSE;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
////////// CLOCK SETTINGS //////////
|
||||
|
||||
// Key to artificially alter the clock so turns run faster
|
||||
STRING512 sFFKeyBuffer;
|
||||
iniReader.ReadString("Clock Settings", "FAST_FORWARD_KEY", NULL, sFFKeyBuffer, _countof(sFFKeyBuffer));
|
||||
|
||||
gGameExternalOptions.iFastForwardKey = ParseKeyString(sFFKeyBuffer);
|
||||
gGameExternalOptions.iFastForwardPeriod = (FLOAT)iniReader.ReadDouble("Clock Settings","FAST_FORWARD_PERIOD", 500, 1, 10000);
|
||||
gGameExternalOptions.fClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","CLOCK_SPEED_PERCENT", 150, 100, 300);
|
||||
gGameExternalOptions.iNotifyFrequency = iniReader.ReadInteger("Clock Settings","UPDATE_FREQUENCY", 16000, 1000, 20000);
|
||||
}
|
||||
|
||||
|
||||
@@ -2104,6 +2160,33 @@ void LoadGameAPBPConstants()
|
||||
// HEADROCK HAM 3.2: Modifier for legshot AP loss based on damage
|
||||
APBPConstants[AP_LOSS_PER_LEGSHOT_DAMAGE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOSS_PER_LEGSHOT_DAMAGE",4),4);
|
||||
|
||||
//Costs to pick up item from position
|
||||
APBPConstants[AP_INV_FROM_NONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_NONE",0),0);
|
||||
APBPConstants[AP_INV_FROM_HANDS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_HANDS",0),0);
|
||||
APBPConstants[AP_INV_FROM_EQUIPMENT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_EQUIPMENT",15),15);
|
||||
APBPConstants[AP_INV_FROM_VEST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_VEST",5),5);
|
||||
APBPConstants[AP_INV_FROM_RIG] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_RIG",4),4);
|
||||
APBPConstants[AP_INV_FROM_CPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_CPACK",6),6);
|
||||
APBPConstants[AP_INV_FROM_BPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_BPACK",8),8);
|
||||
APBPConstants[AP_INV_FROM_SLING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_SLING",6),6);
|
||||
APBPConstants[AP_INV_FROM_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_KNIFE",5),5);
|
||||
APBPConstants[AP_INV_FROM_FACE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_FACE",2),2);
|
||||
APBPConstants[AP_INV_FROM_BIG_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_BIG_POCKET",5),5);
|
||||
APBPConstants[AP_INV_FROM_SMALL_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_SMALL_POCKET",4),4);
|
||||
APBPConstants[AP_INV_TO_NONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_NONE",0),0);
|
||||
APBPConstants[AP_INV_TO_HANDS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_HANDS",0),0);
|
||||
APBPConstants[AP_INV_TO_EQUIPMENT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_EQUIPMENT",20),20);
|
||||
APBPConstants[AP_INV_TO_VEST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_VEST",6),6);
|
||||
APBPConstants[AP_INV_TO_RIG] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_RIG",5),5);
|
||||
APBPConstants[AP_INV_TO_CPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_CPACK",7),7);
|
||||
APBPConstants[AP_INV_TO_BPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_BPACK",9),9);
|
||||
APBPConstants[AP_INV_TO_SLING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_SLING",7),7);
|
||||
APBPConstants[AP_INV_TO_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_KNIFE",6),6);
|
||||
APBPConstants[AP_INV_TO_FACE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_FACE",2),2);
|
||||
APBPConstants[AP_INV_TO_BIG_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_BIG_POCKET",4),4);
|
||||
APBPConstants[AP_INV_TO_SMALL_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_SMALL_POCKET",5),5);
|
||||
APBPConstants[AP_INV_MAX_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_MAX_COST",25),25);
|
||||
|
||||
APBPConstants[DEFAULT_APS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","DEFAULT_APS",80),80);
|
||||
APBPConstants[DEFAULT_AIMSKILL] = iniReader.ReadInteger("APConstants","DEFAULT_AIMSKILL",80);
|
||||
|
||||
@@ -2301,7 +2384,7 @@ void LoadCTHConstants()
|
||||
gGameCTHConstants.RECOIL_COUNTER_INCREMENT = iniReader.ReadInteger("Shooting Mechanism","RECOIL_COUNTER_INCREMENT",20, 0, 100);
|
||||
gGameCTHConstants.RECOIL_COUNTER_INCREMENT_TRACER = iniReader.ReadInteger("Shooting Mechanism","RECOIL_COUNTER_INCREMENT_TRACER",25, 0, 100);
|
||||
gGameCTHConstants.NORMAL_RECOIL_DISTANCE = iniReader.ReadInteger("Shooting Mechanism","NORMAL_RECOIL_DISTANCE",140, 10, 10000);
|
||||
gGameCTHConstants.MAX_BULLET_DEV = iniReader.ReadFloat("Shooting Mechanism","MAX_BULLET_DEV ",10.0, -1000.0, 1000.0);
|
||||
gGameCTHConstants.MAX_BULLET_DEV = iniReader.ReadFloat("Shooting Mechanism","MAX_BULLET_DEV",10.0, -1000.0, 1000.0);
|
||||
gGameCTHConstants.RANGE_EFFECTS_DEV = iniReader.ReadBoolean("Shooting Mechanism","RANGE_EFFECTS_DEV", TRUE );
|
||||
gGameCTHConstants.MAX_EFFECTIVE_RANGE_MULTIPLIER = iniReader.ReadFloat("Shooting Mechanism","MAX_EFFECTIVE_RANGE_MULTIPLIER",1.1f, 0.5f, 10.0f);
|
||||
gGameCTHConstants.MAX_EFFECTIVE_RANGE_REDUCTION = iniReader.ReadFloat("Shooting Mechanism","MAX_EFFECTIVE_RANGE_REDUCTION",0.5f, 0.0f, 1.0f);
|
||||
@@ -2662,16 +2745,16 @@ void DisplayGameSettings( )
|
||||
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] );
|
||||
|
||||
// All Terrorists Option
|
||||
if( gGameOptions.fEnableAllTerrorists )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_ALL_TEXT ] );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_RANDOM_TEXT ] );
|
||||
//if( gGameExternalOptions.fEnableAllTerrorists )
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_ALL_TEXT ] );
|
||||
//else
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_RANDOM_TEXT ] );
|
||||
|
||||
// All Weapon Caches Option
|
||||
if( gGameOptions.fEnableAllWeaponCaches )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_ALL_TEXT ] );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_RANDOM_TEXT ] );
|
||||
//// All Weapon Caches Option
|
||||
//if( gGameOptions.fEnableAllWeaponCaches )
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_ALL_TEXT ] );
|
||||
//else
|
||||
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_RANDOM_TEXT ] );
|
||||
|
||||
// Tons of Guns Option
|
||||
if( gGameOptions.fGunNut )
|
||||
|
||||
Reference in New Issue
Block a user