mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
Little Alien
- Game settings changed to read new Ja2_Options.INI format - Added control to skip strategic events (set ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS to TRUE to enable, press and hold NumLock in strategy screen to skip strategic events) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@77 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+16
-15
@@ -334,32 +334,32 @@ void LoadGameExternalOptions()
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// System settings
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// System settings
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gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DeadLockDelay",15);
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gGameExternalOptions.gubDeadLockDelay = iniReader.ReadInteger("JA2 System Settings","DEAD_LOCK_DELAY",15);
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//gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","EnableEmergencyButton_NumLock_ToSkipStrategicEvents",0);
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gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("JA2 System Settings","ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS",0);
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//Video settings
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//Video settings
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gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VerticalSync",0);
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gGameExternalOptions.gfVSync = iniReader.ReadBoolean("JA2 Video Settings","VERTICAL_SYNC",0);
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//Animation settings
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//Animation settings
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gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PlayerTurnSpeedUpFactor",1);
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gGameExternalOptions.gubPlayerTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","PLAYER_TURN_SPEED_UP_FACTOR",1);
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gGameExternalOptions.gubEnemyTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","EnemyTurnSpeedUpFactor",1);
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gGameExternalOptions.gubEnemyTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","ENEMY_TURN_SPEED_UP_FACTOR",1);
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gGameExternalOptions.gubCreatureTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CreatureTurnSpeedUpFactor",1);
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gGameExternalOptions.gubCreatureTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CREATURE_TURN_SPEED_UP_FACTOR",1);
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gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MilitiaTurnSpeedUpFactor",1);
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gGameExternalOptions.gubMilitiaTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","MILITIA_TURN_SPEED_UP_FACTOR",1);
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gGameExternalOptions.gubCivTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CivTurnSpeedUpFactor",1);
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gGameExternalOptions.gubCivilianTurnSpeedUpFactor = iniReader.ReadInteger("JA2 Turnbased Animation Speed Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1);
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//Sound settings
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//Sound settings
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gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("JA2 Sound Settings","WeaponSoundEffectsVolume",0);
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gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("JA2 Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME",0);
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// Militia Settings
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// Militia Settings
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gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","AllowTacticalMilitiaCommand",1);
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gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("JA2 Tactical Settings","ALLOW_TACTICAL_MILITIA_COMMAND",1);
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gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowMilitiaMobileGroups",1);
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gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_MILITIA_MOBILE_GROUPS",1);
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gGameExternalOptions.gfAllowReinforcments = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcments",1);
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gGameExternalOptions.gfAllowReinforcements = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS",1);
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gGameExternalOptions.gfAllowReinforcmentsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","AllowReinforcmentsOnlyInCities",0);
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gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("JA2 Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",0);
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gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QueenPoolIncrementPerDifficultyLevel",60);
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gGameExternalOptions.guiBaseQueenPoolIncrement = iniReader.ReadInteger("JA2 Gameplay Settings","QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL",60);
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//Sight range
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//Sight range
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gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BaseSightRange",13);
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gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("JA2 Tactical Settings","BASE_SIGHT_RANGE",13);
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gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",20);
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gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("JA2 Tactical Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",20);
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// Maximal search distance for grenades
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// Maximal search distance for grenades
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@@ -371,6 +371,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.gusRainMinLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MIN_LENGTH_IN_MINUTES",60);
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gGameExternalOptions.gusRainMinLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MIN_LENGTH_IN_MINUTES",60);
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gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180);
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gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("JA2 Rain Settings","RAIN_MAX_LENGTH_IN_MINUTES",180);
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gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80);
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gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("JA2 Rain Settings","MAX_RAIN_DROPS",80);
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gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity = iniReader.ReadInteger("JA2 Rain Settings","WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY",0);
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// Thunder settings
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// Thunder settings
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+4
-3
@@ -193,7 +193,7 @@ typedef struct
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UINT8 gubEnemyTurnSpeedUpFactor;
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UINT8 gubEnemyTurnSpeedUpFactor;
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UINT8 gubCreatureTurnSpeedUpFactor;
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UINT8 gubCreatureTurnSpeedUpFactor;
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UINT8 gubMilitiaTurnSpeedUpFactor;
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UINT8 gubMilitiaTurnSpeedUpFactor;
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UINT8 gubCivTurnSpeedUpFactor;
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UINT8 gubCivilianTurnSpeedUpFactor;
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//Sound settings
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//Sound settings
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UINT32 guiWeaponSoundEffectsVolume;
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UINT32 guiWeaponSoundEffectsVolume;
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@@ -202,8 +202,8 @@ typedef struct
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BOOLEAN fAllowTacticalMilitiaCommand;
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BOOLEAN fAllowTacticalMilitiaCommand;
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BOOLEAN gfAllowMilitiaGroups;
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BOOLEAN gfAllowMilitiaGroups;
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BOOLEAN gfAllowReinforcments;
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BOOLEAN gfAllowReinforcements;
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BOOLEAN gfAllowReinforcmentsOnlyInCity;
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BOOLEAN gfAllowReinforcementsOnlyInCity;
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UINT32 guiBaseQueenPoolIncrement;
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UINT32 guiBaseQueenPoolIncrement;
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//Sight range
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//Sight range
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@@ -216,6 +216,7 @@ typedef struct
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UINT16 gusRainMinLength;
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UINT16 gusRainMinLength;
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UINT16 gusRainMaxLength;
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UINT16 gusRainMaxLength;
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UINT32 guiMaxRainDrops;
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UINT32 guiMaxRainDrops;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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// Thunder settings
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// Thunder settings
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UINT32 guiMinLightningInterval;
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UINT32 guiMinLightningInterval;
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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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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.76 2006.05.21" };
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INT16 zVersionLabel[256] = { L"Release v1.13.77 2006.05.21" };
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#endif
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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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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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_v1.13.76_2006_05_21.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.77_2006_05_21.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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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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<Tool
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Name="VCLinkerTool"
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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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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_v1.13.76_2006_05_21.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.77_2006_05_21.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -85,6 +85,12 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ExecuteStrategicEvent");
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if( gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents && _KeyDown( NUM_LOCK ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Strategic event skipped!" );
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return TRUE;
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}
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BOOLEAN fOrigPreventFlag;
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BOOLEAN fOrigPreventFlag;
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fOrigPreventFlag = gfPreventDeletionOfAnyEvent;
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fOrigPreventFlag = gfPreventDeletionOfAnyEvent;
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@@ -25,7 +25,7 @@
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#include "Reinforcement.h"
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#include "Reinforcement.h"
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#include "MilitiaSquads.h"
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#include "MilitiaSquads.h"
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcmentsOnlyInCity ? TRUE: FALSE )
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#define IS_ONLY_IN_CITIES ( gGameExternalOptions.gfAllowReinforcementsOnlyInCity ? TRUE: FALSE )
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
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@@ -43,7 +43,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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*pubNumTroops += ubNumTroops;
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*pubNumTroops += ubNumTroops;
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*pubNumElites += ubNumElites;
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*pubNumElites += ubNumElites;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return;
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return;
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if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta
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if ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA ) //Madd: skip Omerta
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@@ -99,7 +99,7 @@ BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 s
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if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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if( pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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return TRUE; //Well, it's in the same sector, so allow to reinforce
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return TRUE; //Well, it's in the same sector, so allow to reinforce
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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return FALSE;
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir,
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@@ -135,7 +135,7 @@ UINT8 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY)
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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ubResult = CountAllMilitiaInSector( sMapX, sMapY );
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -156,7 +156,7 @@ UINT8 MilitiaInFiveSectorsOfRank( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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ubResult = MilitiaInSectorOfRank( sMapX, sMapY, ubRank );
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return ubResult;
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return ubResult;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -176,7 +176,7 @@ BOOLEAN ARMoveBestMilitiaManFromAdjacentSector(INT16 sMapX, INT16 sMapY)
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UINT8 ubDirNumber;
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UINT8 ubDirNumber;
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UINT8 ubRandom;
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UINT8 ubRandom;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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return FALSE;
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if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE ||
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if( CountAllMilitiaInSector( sMapX, sMapY ) >= MAXIMUM_MILITIA_SQUAD_SIZE ||
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@@ -206,7 +206,7 @@ BOOLEAN ARRemoveMilitiaMan( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
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return TRUE;
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return TRUE;
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}
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}
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return FALSE;
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return FALSE;
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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GenerateDirectionInfos( sMapX, sMapY, &ubDirNumber, pusMoveDir,
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@@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
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GROUP *pGroup;
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GROUP *pGroup;
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SECTORINFO *pThisSector, *pSector;
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SECTORINFO *pThisSector, *pSector;
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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return 255;
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if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta
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if ( GetTownIdForSector( sMapX, sMapY ) == OMERTA ) //Madd: skip Omerta
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@@ -324,7 +324,7 @@ UINT8 DoReinforcementAsPendingMilitia( INT16 sMapX, INT16 sMapY, UINT8 *pubRank
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UINT8 ubDirNumber = 0, ubIndex;
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UINT8 ubDirNumber = 0, ubIndex;
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SECTORINFO *pSector;//*pThisSector,
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SECTORINFO *pSector;//*pThisSector,
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if( !gGameExternalOptions.gfAllowReinforcments )
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if( !gGameExternalOptions.gfAllowReinforcements )
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return 255;
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return 255;
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// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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// pThisSector = &SectorInfo[ SECTOR( sMapX, sMapY ) ];
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@@ -90,7 +90,7 @@
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//UINT8 gubEnemyTurnSpeedUpFactor = 1;
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//UINT8 gubEnemyTurnSpeedUpFactor = 1;
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//UINT8 gubCreatureTurnSpeedUpFactor = 1;
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//UINT8 gubCreatureTurnSpeedUpFactor = 1;
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//UINT8 gubMilitiaTurnSpeedUpFactor = 1;
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//UINT8 gubMilitiaTurnSpeedUpFactor = 1;
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//UINT8 gubCivTurnSpeedUpFactor = 1;
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//UINT8 gubCivilianTurnSpeedUpFactor = 1;
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//turnspeed
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//turnspeed
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//extern BOOLEAN fAllowTacticalMilitiaCommand; //lal
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//extern BOOLEAN fAllowTacticalMilitiaCommand; //lal
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@@ -5887,7 +5887,7 @@ UINT8 GetSpeedUpFactor( )
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case MILITIA_TEAM:
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case MILITIA_TEAM:
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return gGameExternalOptions.gubMilitiaTurnSpeedUpFactor;
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return gGameExternalOptions.gubMilitiaTurnSpeedUpFactor;
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case CIV_TEAM:
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case CIV_TEAM:
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return gGameExternalOptions.gubCivTurnSpeedUpFactor;
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return gGameExternalOptions.gubCivilianTurnSpeedUpFactor;
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}
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}
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return 1;
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return 1;
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@@ -5628,6 +5628,9 @@
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<File
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<File
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RelativePath="Boxing.h">
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RelativePath="Boxing.h">
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</File>
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</File>
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<File
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RelativePath=".\Bullets.h">
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</File>
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<File
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<File
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RelativePath="Campaign.h">
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RelativePath="Campaign.h">
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</File>
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</File>
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@@ -45,7 +45,7 @@
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#endif
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#endif
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//rain
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//rain
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#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
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//#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 0
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extern INT8 gbCurrentRainIntensity;
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extern INT8 gbCurrentRainIntensity;
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//end rain
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//end rain
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@@ -1113,7 +1113,7 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
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//iChance = (80 - pObj->bGunStatus);
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//iChance = (80 - pObj->bGunStatus);
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//rain
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//rain
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iChance = (80 - 90 - pObj->bGunStatus) + WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY * gbCurrentRainIntensity;
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iChance = (80 - 90 - pObj->bGunStatus) + gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * gbCurrentRainIntensity;
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//end rain
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//end rain
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Reference in New Issue
Block a user