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- Added menu option to show weapon ranges in tiles/meters
- Allowed to enter tactical view for any visited sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@234 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -253,6 +253,7 @@ void InitGameSettings()
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//lalien
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gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE;
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gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE;
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE;
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gGameSettings.ubSizeOfDisplayCover = 4;
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gGameSettings.ubSizeOfLOS = 4;
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@@ -47,6 +47,7 @@ enum
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TOPTION_AIM_LEVEL_RESTRICTION,
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TOPTION_SPACE_SELECTS_NEXT_SQUAD,
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TOPTION_SHOW_ITEM_SHADOW,
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TOPTION_SHOW_WEAPON_RANGE_IN_TILES,
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NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
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//These options will NOT be toggable by the Player
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.233" };
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INT16 zVersionLabel[256] = { L"Release v1.13.234" };
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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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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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.233_2006_06_15.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.234_2006_06_15.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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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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Name="VCLinkerTool"
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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_v1.13.233_2006_06_15.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.234_2006_06_15.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -1375,7 +1375,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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gWeaponStatsDesc[ 11 ], //Damage String
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gunDamage, //Gun damage
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gWeaponStatsDesc[ 10 ], //Range String
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Weapon[ pItemNumbers[ i ] ].usRange/10, //Gun Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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//apStr, //AP's
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L"- / - / -",
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@@ -1436,7 +1436,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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gWeaponStatsDesc[ 11 ], //Damage String
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gunDamage, //Gun damage
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gWeaponStatsDesc[ 10 ], //Range String
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Weapon[ pItemNumbers[ i ] ].usRange/10, //Gun Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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//apStr, //AP's
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L"- / - / -",
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@@ -3815,8 +3815,8 @@ INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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//INT32 cnt;
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//SOLDIERTYPE *pSoldier;
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// if not a valid sector
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if( ( sX < 1 ) || ( sX > 16 ) || ( sY < 1 ) || ( sY > 16 ) || ( ubZ > 3 ) )
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@@ -3825,17 +3825,21 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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}
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
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//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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{
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// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
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if ( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier ) )
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//if( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
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// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
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// )
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//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
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if( GetSectorFlagStatus( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
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{
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if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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//if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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{
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return( TRUE );
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}
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@@ -7361,8 +7361,8 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject )/10, //Modified Range
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Weapon[ usItem ].usRange/10, //Gun Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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@@ -7410,8 +7410,8 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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GunRange( pObject )/10, //Modified Range
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Weapon[ usItem ].usRange/10, //Gun Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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@@ -3418,6 +3418,7 @@ STR16 zOptionsToggleText[] =
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L"Restrict Extra Aim Levels to Rifles",
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L"Space selects next squad",
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L"Show Item Shadow",
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L"Show Weapon Ranges in Tiles",
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};
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//This is the help text associated with the above toggles.
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@@ -3490,6 +3491,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
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L"When enabled |S|p|a|c|e selects next squad automatically.",
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L"When enabled item shadows will be shown.",
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L"When enabled weapon ranges will be shown in tiles.",
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};
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@@ -3222,6 +3222,7 @@ STR16 zOptionsToggleText[] =
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L"Restrict Extra Aim Levels to Rifles",
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L"Space selects next squad",
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L"Show Item Shadow",
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L"Show Weapon Ranges in Tiles",
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};
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//This is the help text associated with the above toggles.
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@@ -3294,6 +3295,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
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L"When enabled |S|p|a|c|e selects next squad automatically.",
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L"When enabled item shadows will be shown.",
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L"When enabled weapon ranges will be shown in tiles.",
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};
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STR16 gzGIOScreenText[] =
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@@ -3407,6 +3407,7 @@ STR16 zOptionsToggleText[] =
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L"Restrict Extra Aim Levels to Rifles",
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L"Space selects next squad",
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L"Show Item Shadow",
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L"Show Weapon Ranges in Tiles",
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};
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//This is the help text associated with the above toggles.
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@@ -3479,6 +3480,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
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L"When enabled |S|p|a|c|e selects next squad automatically.",
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L"When enabled item shadows will be shown.",
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L"When enabled weapon ranges will be shown in tiles.",
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};
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