Removed WEAPON_RESTING_DISPLAY, DISPLAY_SCOPE_MODES and OVERHEATING_DISPLAY_THERMOMETER options (always show indicators if features are on instead)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8599 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-08-24 22:26:37 +00:00
parent fed9ca298c
commit c320bd98d0
3 changed files with 5 additions and 12 deletions
-3
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@@ -1352,11 +1352,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.ubEnergyCostForWeaponRecoilKick = iniReader.ReadInteger("Tactical Gameplay Settings","ENERGY_COST_FOR_WEAPON_RECOIL_KICK", 100, 0, 250);
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);
gGameExternalOptions.fScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","USE_SCOPE_MODES", FALSE);
gGameExternalOptions.fDisplayScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","DISPLAY_SCOPE_MODES", FALSE);
gGameExternalOptions.usSpotterPreparationTurns = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_PREPARATIONTURNS", 2, 2, 10);
gGameExternalOptions.usSpotterRange = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_RANGE", 10, 0, 30);
@@ -1714,7 +1712,6 @@ void LoadGameExternalOptions()
//################# Tactical Weapon Overheating Settings ##################
// Flugente: These settings control the behavior of Weapon Overheating, its severity, and its display.
gGameExternalOptions.fWeaponOverheating = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING",FALSE);
gGameExternalOptions.fDisplayOverheatThermometer = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER",TRUE);
gGameExternalOptions.fDisplayOverheatJamPercentage = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_JAMPERCENTAGE",TRUE);
gGameExternalOptions.ubOverheatThermometerRedOffset = iniReader.ReadInteger("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET", 100, 0, 255);
gGameExternalOptions.iCooldownModificatorLonelyBarrel = iniReader.ReadFloat ("Tactical Weapon Overheating Settings","OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", 1.15f, 1.0f, 10.0f);
-3
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@@ -1363,19 +1363,16 @@ typedef struct
// Flugente: Weapon Overheating
BOOLEAN fWeaponOverheating; // Should weapons overheat, thus increasing the chance of malfunction?
BOOLEAN fDisplayOverheatThermometer; // Should a 'thermometer' for guns and replacable barrels be displayed?
BOOLEAN fDisplayOverheatJamPercentage; // Should we display temperature/jam threshold (true) or temperature/damage threshold (false)?
UINT8 ubOverheatThermometerRedOffset; // amount of red colour while temperature is below threshold
FLOAT iCooldownModificatorLonelyBarrel; // Cooldown modificator for barrels left alone in the landscape ;-)
// Flugente: Weapon Mounting
BOOLEAN fWeaponResting; // Should it be possible to rest your weapon on structures in crouched position?
BOOLEAN fDisplayWeaponRestingIndicator; // Should a little indicator show if the weapon is currently rested on something?
UINT8 ubProneModifierPercentage; // for boni, use ubProneModifierPercentage*boni[PRONE] + (100 - ubProneModifierPercentage)*boni[CROUCHED]
// Flugente: Scope Modes
BOOLEAN fScopeModes; // allow the player to toggle between existing scopes/sights
BOOLEAN fDisplayScopeModes; // allow display of scope modes
// Flugente: Spotter skill
UINT8 usSpotterPreparationTurns;
+5 -6
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@@ -1478,7 +1478,7 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
// added by Flugente
// HEADROCK HAM 4: Advanced Icons
if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes )
if ( gGameExternalOptions.fScopeModes )
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
@@ -3839,7 +3839,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
sNewX = sX + 1;
// Flugente: If we display the thermometer for overheating, move the ammo counter a bit to the right
if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer )
if ( gGameExternalOptions.fWeaponOverheating )
sNewX = sX + 2; //6; // SANDRO - 6 ps too much, 2 are fine
// Flugente: check for underbarrel weapons and use that object if necessary
@@ -3994,7 +3994,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
}
// Flugente: overheating
if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
if ( gGameExternalOptions.fWeaponOverheating && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
{
OBJECTTYPE* pObjShown = pObject;
@@ -4031,7 +4031,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
// display symbol if we are leaning our weapon on something
// display only if eapon resting is allowed, display is allowed, item is a gun/launcher, we are a person, we hold the gun in our hand, and we are resting the gun
if ( gGameExternalOptions.fWeaponResting && gGameExternalOptions.fDisplayWeaponRestingIndicator && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
if ( gGameExternalOptions.fWeaponResting && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
{
SetRGBFontForeground( 95, 160, 154 );
@@ -4071,8 +4071,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
}
if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
if ( gGameExternalOptions.fScopeModes && pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
{
sNewX = sX + 5; // rather arbitrary
sNewY = sY;