From c320bd98d062e2fee8ec87536b06f0a4a13ea370 Mon Sep 17 00:00:00 2001 From: Flugente Date: Fri, 24 Aug 2018 22:26:37 +0000 Subject: [PATCH] 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 --- GameSettings.cpp | 3 --- GameSettings.h | 3 --- Tactical/Interface Items.cpp | 11 +++++------ 3 files changed, 5 insertions(+), 12 deletions(-) diff --git a/GameSettings.cpp b/GameSettings.cpp index 8813e330..e19680fc 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -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); diff --git a/GameSettings.h b/GameSettings.h index eac9f61b..776e25f5 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -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; diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index 4c2373e4..9180ccc7 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -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;