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- New Feature: Added possibility for CIV_TEAM (e.g: Kingpin, ...) to drop ALL their stuff (like you can do for enemies and militia) (by silversurfer)
o On/Off feature in ja2_options.ini (CIVILIANS_DROP_ALL) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6154 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+5
-2
@@ -958,7 +958,7 @@ void LoadGameExternalOptions()
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// silversurfer: don't play quote when mine spotted?
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// silversurfer: don't play quote when mine spotted?
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gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE);
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gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE);
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// WANNE: Don't stop and talk in turn based when spotting an item
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// WANNE: Don't stop and talk in turn based when spotting an item
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gGameExternalOptions.fItemSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","ITEMS_SPOTTED_NO_TALK", FALSE);
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gGameExternalOptions.fItemSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","ITEMS_SPOTTED_NO_TALK", FALSE);
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@@ -1032,6 +1032,9 @@ void LoadGameExternalOptions()
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// HEADROCK HAM B2.8: At "1", Militia will drop their equipment similar to enemies, IF killed by non-player character. At "2" they drop whenever killed.
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// HEADROCK HAM B2.8: At "1", Militia will drop their equipment similar to enemies, IF killed by non-player character. At "2" they drop whenever killed.
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gGameExternalOptions.ubMilitiaDropEquipment = iniReader.ReadInteger("Tactical Difficulty Settings","MILITIA_DROP_EQUIPMENT", 0, 0, 2 );
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gGameExternalOptions.ubMilitiaDropEquipment = iniReader.ReadInteger("Tactical Difficulty Settings","MILITIA_DROP_EQUIPMENT", 0, 0, 2 );
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// silversurfer: enable dropping of all items for civilians?
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gGameExternalOptions.fCiviliansDropAll = iniReader.ReadBoolean("Tactical Difficulty Settings","CIVILIANS_DROP_ALL", FALSE);
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// HEADROCK HAM B2.7: Change the speed of skill progression. (defaults set to JA2 normal)
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// HEADROCK HAM B2.7: Change the speed of skill progression. (defaults set to JA2 normal)
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gGameExternalOptions.usHealthSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","HEALTH_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 );
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gGameExternalOptions.usHealthSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","HEALTH_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 );
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@@ -2637,7 +2640,7 @@ void LoadCTHConstants()
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gGameCTHConstants.AIM_WIS = iniReader.ReadFloat("Aiming CTH","AIM_WIS",1.0, 0.0, 100.0);
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gGameCTHConstants.AIM_WIS = iniReader.ReadFloat("Aiming CTH","AIM_WIS",1.0, 0.0, 100.0);
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gGameCTHConstants.AIM_DEX = iniReader.ReadFloat("Aiming CTH","AIM_DEX",2.0, 0.0, 100.0);
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gGameCTHConstants.AIM_DEX = iniReader.ReadFloat("Aiming CTH","AIM_DEX",2.0, 0.0, 100.0);
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gGameCTHConstants.AIM_TOO_CLOSE_SCOPE = iniReader.ReadFloat("Aiming CTH","AIM_TOO_CLOSE_SCOPE",-4.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_TOO_CLOSE_SCOPE = iniReader.ReadFloat("Aiming CTH","AIM_TOO_CLOSE_SCOPE",-4.0, -1000.0, 0.0);
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gGameCTHConstants.AIM_GUN_CONDITION = iniReader.ReadFloat("Aiming CTH","AIM_GUN_CONDITION",-2.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_GUN_CONDITION = iniReader.ReadFloat("Aiming CTH","AIM_GUN_CONDITION",-2.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_LOW_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_LOW_MORALE",-2.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_LOW_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_LOW_MORALE",-2.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_HIGH_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_HIGH_MORALE",1.0, -1000.0, 1000.0);
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gGameCTHConstants.AIM_HIGH_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_HIGH_MORALE",1.0, -1000.0, 1000.0);
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@@ -1102,6 +1102,8 @@ typedef struct
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UINT8 ubEarlyRebelsRecruitment[4]; // early recruitment of Miguel and Carlos
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UINT8 ubEarlyRebelsRecruitment[4]; // early recruitment of Miguel and Carlos
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// silversurfer: don't play quote when merc spots a mine? TRUE = shut up! FALSE = tell me that you found a mine!
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// silversurfer: don't play quote when merc spots a mine? TRUE = shut up! FALSE = tell me that you found a mine!
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BOOLEAN fMineSpottedNoTalk;
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BOOLEAN fMineSpottedNoTalk;
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// enables item drops for civilians
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BOOLEAN fCiviliansDropAll;
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// WANNE: Don't stop and talk when spotting a new item in turn based mode
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// WANNE: Don't stop and talk when spotting a new item in turn based mode
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BOOLEAN fItemSpottedNoTalk;
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BOOLEAN fItemSpottedNoTalk;
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@@ -46,6 +46,7 @@
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#include "Music Control.h"
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#include "Music Control.h"
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#include "Campaign Types.h"
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#include "Campaign Types.h"
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#include "text.h" // added by Flugente
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#include "text.h" // added by Flugente
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#include "Vehicles.h" // added by silversurfer
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#endif
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#endif
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#include "Animation Control.h"
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#include "Animation Control.h"
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@@ -994,7 +995,9 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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if ( pObj->exists() == true )
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if ( pObj->exists() == true )
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{
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{
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// Check if it's supposed to be dropped
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// Check if it's supposed to be dropped
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if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
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// silversurfer: new option to drop items from CIV_TEAM regardless of "OBJECT_UNDROPPABLE" flag
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if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum
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|| ( gGameExternalOptions.fCiviliansDropAll && pSoldier->bTeam == CIV_TEAM && !IsVehicle(pSoldier) ))
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{
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{
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// and make sure that it really is a droppable item type
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// and make sure that it really is a droppable item type
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// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
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// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
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