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synced 2026-07-22 13:40:22 +02:00
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
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@@ -1352,11 +1352,9 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubEnergyCostForWeaponRecoilKick = iniReader.ReadInteger("Tactical Gameplay Settings","ENERGY_COST_FOR_WEAPON_RECOIL_KICK", 100, 0, 250);
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gGameExternalOptions.fWeaponResting = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING",TRUE);
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gGameExternalOptions.fDisplayWeaponRestingIndicator = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING_DISPLAY",TRUE);
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gGameExternalOptions.ubProneModifierPercentage = iniReader.ReadInteger("Tactical Gameplay Settings","WEAPON_RESTING_PRONE_BONI_PERCENTAGE", 50, 0, 100);
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gGameExternalOptions.fScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","USE_SCOPE_MODES", FALSE);
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gGameExternalOptions.fDisplayScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","DISPLAY_SCOPE_MODES", FALSE);
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gGameExternalOptions.usSpotterPreparationTurns = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_PREPARATIONTURNS", 2, 2, 10);
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gGameExternalOptions.usSpotterRange = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_RANGE", 10, 0, 30);
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@@ -1714,7 +1712,6 @@ void LoadGameExternalOptions()
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//################# Tactical Weapon Overheating Settings ##################
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// Flugente: These settings control the behavior of Weapon Overheating, its severity, and its display.
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gGameExternalOptions.fWeaponOverheating = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING",FALSE);
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gGameExternalOptions.fDisplayOverheatThermometer = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER",TRUE);
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gGameExternalOptions.fDisplayOverheatJamPercentage = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_JAMPERCENTAGE",TRUE);
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gGameExternalOptions.ubOverheatThermometerRedOffset = iniReader.ReadInteger("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET", 100, 0, 255);
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gGameExternalOptions.iCooldownModificatorLonelyBarrel = iniReader.ReadFloat ("Tactical Weapon Overheating Settings","OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", 1.15f, 1.0f, 10.0f);
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@@ -1363,19 +1363,16 @@ typedef struct
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// Flugente: Weapon Overheating
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BOOLEAN fWeaponOverheating; // Should weapons overheat, thus increasing the chance of malfunction?
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BOOLEAN fDisplayOverheatThermometer; // Should a 'thermometer' for guns and replacable barrels be displayed?
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BOOLEAN fDisplayOverheatJamPercentage; // Should we display temperature/jam threshold (true) or temperature/damage threshold (false)?
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UINT8 ubOverheatThermometerRedOffset; // amount of red colour while temperature is below threshold
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FLOAT iCooldownModificatorLonelyBarrel; // Cooldown modificator for barrels left alone in the landscape ;-)
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// Flugente: Weapon Mounting
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BOOLEAN fWeaponResting; // Should it be possible to rest your weapon on structures in crouched position?
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BOOLEAN fDisplayWeaponRestingIndicator; // Should a little indicator show if the weapon is currently rested on something?
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UINT8 ubProneModifierPercentage; // for boni, use ubProneModifierPercentage*boni[PRONE] + (100 - ubProneModifierPercentage)*boni[CROUCHED]
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// Flugente: Scope Modes
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BOOLEAN fScopeModes; // allow the player to toggle between existing scopes/sights
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BOOLEAN fDisplayScopeModes; // allow display of scope modes
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// Flugente: Spotter skill
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UINT8 usSpotterPreparationTurns;
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@@ -1478,7 +1478,7 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
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// added by Flugente
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// HEADROCK HAM 4: Advanced Icons
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes )
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if ( gGameExternalOptions.fScopeModes )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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GetMLGFilename( VObjectDesc.ImageFile, MLG_ITEMINFOADVANCEDICONS ); // WANNE: Now the icons are for multi-language
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@@ -3839,7 +3839,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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sNewX = sX + 1;
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// Flugente: If we display the thermometer for overheating, move the ammo counter a bit to the right
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if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer )
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if ( gGameExternalOptions.fWeaponOverheating )
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sNewX = sX + 2; //6; // SANDRO - 6 ps too much, 2 are fine
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// Flugente: check for underbarrel weapons and use that object if necessary
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@@ -3994,7 +3994,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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}
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// Flugente: overheating
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if ( gGameExternalOptions.fWeaponOverheating && gGameExternalOptions.fDisplayOverheatThermometer && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
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if ( gGameExternalOptions.fWeaponOverheating && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel ) )
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{
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OBJECTTYPE* pObjShown = pObject;
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@@ -4031,7 +4031,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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// display symbol if we are leaning our weapon on something
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// 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
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if ( gGameExternalOptions.fWeaponResting && gGameExternalOptions.fDisplayWeaponRestingIndicator && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
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if ( gGameExternalOptions.fWeaponResting && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() )
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{
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SetRGBFontForeground( 95, 160, 154 );
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@@ -4071,8 +4071,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
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}
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if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes
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&& pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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if ( gGameExternalOptions.fScopeModes && pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN )
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{
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sNewX = sX + 5; // rather arbitrary
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sNewY = sY;
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