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Little Alien
- Externalized BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY setting git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@78 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -372,7 +372,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180);
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gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180);
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gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80);
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gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80);
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gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity = iniReader.ReadInteger("JA2 Rain Settings","WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY",0);
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gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity = iniReader.ReadInteger("JA2 Rain Settings","WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY",0);
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gGameExternalOptions.ubBreathGainReductionPerRainIntensity = iniReader.ReadInteger("JA2 Rain Settings","BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY",25);
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// Thunder settings
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// Thunder settings
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gGameExternalOptions.guiMinLightningInterval = iniReader.ReadInteger("JA2 Thunder Settings","MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",5);
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gGameExternalOptions.guiMinLightningInterval = iniReader.ReadInteger("JA2 Thunder Settings","MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",5);
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@@ -217,6 +217,7 @@ typedef struct
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UINT16 gusRainMaxLength;
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UINT16 gusRainMaxLength;
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UINT32 guiMaxRainDrops;
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UINT32 guiMaxRainDrops;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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UINT32 ubBreathGainReductionPerRainIntensity;
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// Thunder settings
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// Thunder settings
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UINT32 guiMinLightningInterval;
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UINT32 guiMinLightningInterval;
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.77 2006.05.21" };
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INT16 zVersionLabel[256] = { L"Release v1.13.78 2006.05.23" };
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#endif
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#endif
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@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.77_2006_05_21.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.78_2006_05_23.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.77_2006_05_21.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.78_2006_05_23.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -27,7 +27,7 @@
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#endif
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#endif
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//rain
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//rain
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#define BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY 25
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//#define BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY 25
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//end rain
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//end rain
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extern BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier );
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extern BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier );
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@@ -856,7 +856,7 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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// Reduce breath gain on 25%/rain intensity
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// Reduce breath gain on 25%/rain intensity
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if( sBreathPerAP < 0 && ( pSoldier->bLevel ||!FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
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if( sBreathPerAP < 0 && ( pSoldier->bLevel ||!FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
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{
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{
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sBreathPerAP -= sBreathPerAP * gbCurrentRainIntensity * BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY / 100 ;
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sBreathPerAP -= sBreathPerAP * gbCurrentRainIntensity * gGameExternalOptions.ubBreathGainReductionPerRainIntensity / 100 ;
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}
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}
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//end rain
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//end rain
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