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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+175
-146
@@ -49,8 +49,6 @@
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#define GAME_SETTINGS_FILE "Ja2_Settings.INI"
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#define GAME_INI_FILE "..\\Ja2.ini"
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#define GAME_EXTERNAL_OPTIONS_FILE "Ja2_Options.ini"
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#define AP_BP_CONSTANTS_FILE "APBPConstants.ini"
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@@ -75,7 +73,6 @@ extern INT16 APBPConstants[TOTAL_APBP_VALUES];
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void InitGameSettings();
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BOOLEAN GetCdromLocationFromIniFile( STR pRootOfCdromDrive );
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extern BOOLEAN DoJA2FilesExistsOnDrive( CHAR8 *zCdLocation );
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@@ -136,7 +133,7 @@ BOOLEAN LoadGameSettings()
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{
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CIniReader iniReader(GAME_SETTINGS_FILE, TRUE); // force path even for non existing files
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gGameSettings.bLastSavedGameSlot = iniReader.ReadInteger("JA2 Game Settings","bLastSavedGameSlot" , -1 , -1 , NUM_SLOT );
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gGameSettings.bLastSavedGameSlot = iniReader.ReadInteger("JA2 Game Settings","bLastSavedGameSlot" , -1 , -1 , 255 );
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gGameSettings.ubMusicVolumeSetting = iniReader.ReadInteger("JA2 Game Settings","ubMusicVolumeSetting" , MIDVOLUME , 0 , HIGHVOLUME );
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gGameSettings.ubSoundEffectsVolume = iniReader.ReadInteger("JA2 Game Settings","ubSoundEffectsVolume" , MIDVOLUME , 0 , HIGHVOLUME );
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gGameSettings.ubSpeechVolume = iniReader.ReadInteger("JA2 Game Settings","ubSpeechVolume" , MIDVOLUME , 0 , HIGHVOLUME );
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@@ -296,137 +293,137 @@ BOOLEAN SaveGameSettings()
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{
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if (!is_networked)
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{
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//Record the current settings into the game settins structure
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gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
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gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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//Record the current settings into the game settins structure
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gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( );
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gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( );
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gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( );
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std::stringstream settings;
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const char endl[] = "\r\n";
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settings << ";******************************************************************************************************************************" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "; Jagged Alliance 2 --Settings File-- " << endl;
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settings << "; " << endl;
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settings << "; Please note that this file is automatically generated by the game. " << endl;
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settings << "; " << endl;
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settings << "; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, " << endl;
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settings << "; some may be ignored, but most likely they will be acceptable or reset to a default value. " << endl;
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settings << "; " << endl;
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settings << "; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated." << endl;
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settings << "; " << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << "; The Current Game Setting Struct is defined as : " << endl;
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settings << ";" << endl;
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settings << "; typedef struct" << endl;
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settings << "; {" << endl;
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settings << "; INT8 bLastSavedGameSlot; // The last saved game number goes in here" << endl;
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settings << "; UINT8 ubMusicVolumeSetting; // Volume Setting" << endl;
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settings << "; UINT8 ubSoundEffectsVolume; // Volume Setting" << endl;
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settings << "; UINT8 ubSpeechVolume; // Volume Setting" << endl;
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settings << "; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )" << endl;
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settings << "; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'" << endl;
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settings << "; BOOLEAN fHideHelpInAllScreens; // Controls Help \"do not show help again\" checkbox" << endl;
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//settings << "; UINT8 ubSizeOfDisplayCover; // The number of grids the player designates thru [Delete + ( = or - )]" << endl;
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//settings << "; UINT8 ubSizeOfLOS; // The number of grids the player designates thru [End + ( = or - )]" << endl;
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settings << "; } GAME_SETTINGS" << endl;
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settings << ";" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl << endl;
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settings << "[JA2 Game Settings]" << endl;
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std::stringstream settings;
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const char endl[] = "\r\n";
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settings << ";******************************************************************************************************************************" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "; Jagged Alliance 2 --Settings File-- " << endl;
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settings << "; " << endl;
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settings << "; Please note that this file is automatically generated by the game. " << endl;
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settings << "; " << endl;
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settings << "; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, " << endl;
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settings << "; some may be ignored, but most likely they will be acceptable or reset to a default value. " << endl;
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settings << "; " << endl;
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settings << "; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated." << endl;
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settings << "; " << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl;
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settings << "; The Current Game Setting Struct is defined as : " << endl;
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settings << ";" << endl;
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settings << "; typedef struct" << endl;
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settings << "; {" << endl;
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settings << "; INT8 bLastSavedGameSlot; // The last saved game number goes in here" << endl;
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settings << "; UINT8 ubMusicVolumeSetting; // Volume Setting" << endl;
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settings << "; UINT8 ubSoundEffectsVolume; // Volume Setting" << endl;
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settings << "; UINT8 ubSpeechVolume; // Volume Setting" << endl;
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settings << "; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )" << endl;
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settings << "; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'" << endl;
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settings << "; BOOLEAN fHideHelpInAllScreens; // Controls Help \"do not show help again\" checkbox" << endl;
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//settings << "; UINT8 ubSizeOfDisplayCover; // The number of grids the player designates thru [Delete + ( = or - )]" << endl;
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//settings << "; UINT8 ubSizeOfLOS; // The number of grids the player designates thru [End + ( = or - )]" << endl;
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settings << "; } GAME_SETTINGS" << endl;
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settings << ";" << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << endl << endl;
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settings << "[JA2 Game Settings]" << endl;
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settings << "bLastSavedGameSlot = " << (int)gGameSettings.bLastSavedGameSlot << endl;
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settings << "ubMusicVolumeSetting = " << (int)gGameSettings.ubMusicVolumeSetting << endl;
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settings << "ubSoundEffectsVolume = " << (int)gGameSettings.ubSoundEffectsVolume << endl;
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settings << "ubSpeechVolume = " << (int)gGameSettings.ubSpeechVolume << endl;
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settings << "uiMeanwhileScenesSeenFlags = " << gGameSettings.uiMeanwhileScenesSeenFlags << endl;
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settings << "fHideHelpInAllScreens = " << (gGameSettings.fHideHelpInAllScreens ? "TRUE" : "FALSE" ) << endl;
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//settings << "ubSizeOfDisplayCover = " << (int)gGameSettings.ubSizeOfDisplayCover << endl;
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//settings << "ubSizeOfLOS = " << (int)gGameSettings.ubSizeOfLOS << endl;
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settings << "TOPTION_SPEECH = " << (gGameSettings.fOptions[TOPTION_SPEECH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_MUTE_CONFIRMATIONS = " << (gGameSettings.fOptions[TOPTION_MUTE_CONFIRMATIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SUBTITLES = " << (gGameSettings.fOptions[TOPTION_SUBTITLES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_KEY_ADVANCE_SPEECH = " << (gGameSettings.fOptions[TOPTION_KEY_ADVANCE_SPEECH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ANIMATE_SMOKE = " << (gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_BLOOD_N_GORE = " << (gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DONT_MOVE_MOUSE = " << (gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_OLD_SELECTION_METHOD = " << (gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = " << (gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_MISSES = " << (gGameSettings.fOptions[TOPTION_SHOW_MISSES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RTCONFIRM = " << (gGameSettings.fOptions[TOPTION_RTCONFIRM] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SLEEPWAKE_NOTIFICATION = " << (gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_USE_METRIC_SYSTEM = " << (gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_MERC_ALWAYS_LIGHT_UP = " << (gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SMART_CURSOR = " << (gGameSettings.fOptions[TOPTION_SMART_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SNAP_CURSOR_TO_DOOR = " << (gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_GLOW_ITEMS = " << (gGameSettings.fOptions[TOPTION_GLOW_ITEMS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_TREE_TOPS = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_WIREFRAME = " << (gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_3D_CURSOR = " << (gGameSettings.fOptions[TOPTION_3D_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_CTH_CURSOR = " << (gGameSettings.fOptions[TOPTION_CTH_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_GL_BURST_CURSOR = " << (gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_TAUNTS = " << (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] ? "TRUE" : "FALSE" ) << endl; // changed from drop all - SANDRO
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settings << "TOPTION_GL_HIGH_ANGLE = " << (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_REAL_TIME_SNEAK = " << (gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] ? "TRUE" : "FALSE" ) << endl; // changed from restrict aim levels - SANDRO
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settings << "TOPTION_SPACE_SELECTS_NEXT_SQUAD = " << (gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_ITEM_SHADOW = " << (gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_WEAPON_RANGE_IN_TILES = " << (gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TRACERS_FOR_SINGLE_FIRE = " << (gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RAIN_SOUND = " << (gGameSettings.fOptions[TOPTION_RAIN_SOUND] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_CROWS = " << (gGameSettings.fOptions[TOPTION_ALLOW_CROWS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ALLOW_SOLDIER_TOOLTIPS = " << (gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_USE_AUTO_SAVE = " << (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SILENT_SKYRIDER = " << (gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] ? "TRUE" : "FALSE" ) << endl;
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//settings << "TOPTION_LOW_CPU_USAGE = " << (gGameSettings.fOptions[TOPTION_LOW_CPU_USAGE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_ENHANCED_DESC_BOX = " << (gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TOGGLE_TURN_MODE = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_STAT_PROGRESS_BARS = " << (gGameSettings.fOptions[TOPTION_STAT_PROGRESS_BARS] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 3.6: Progress Bars
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settings << "TOPTION_ALT_MAP_COLOR = " << (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Alt Map Colors
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settings << "TOPTION_ALTERNATE_BULLET_GRAPHICS = " << (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_USE_NCTH = " << (gGameSettings.fOptions[TOPTION_USE_NCTH] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_TACTICAL_FACE_GEAR = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_SHOW_TACTICAL_FACE_ICONS = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DISABLE_CURSOR_SWAP = " << (gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_CHEAT_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DEBUG_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_REPORT_MISS_MARGIN = " << (gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Shot offset report
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settings << "TOPTION_SHOW_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = " << (gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_RENDER_MOUSE_REGIONS = " << (gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_DEBUG_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING." << endl;
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settings << "; They are only included here for complete transparency for all GameSettings content. " << endl;
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settings << ";******************************************************************************************************************************" << endl;
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settings << "TOPTION_LAST_OPTION = " << (gGameSettings.fOptions[TOPTION_LAST_OPTION] ? "TRUE" : "FALSE" ) << endl;
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settings << "NUM_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_HIDE_BULLETS = " << (gGameSettings.fOptions[TOPTION_HIDE_BULLETS] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_TRACKING_MODE = " << (gGameSettings.fOptions[TOPTION_TRACKING_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_ALL_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "bLastSavedGameSlot = " << (int)gGameSettings.bLastSavedGameSlot << endl;
|
||||
settings << "ubMusicVolumeSetting = " << (int)gGameSettings.ubMusicVolumeSetting << endl;
|
||||
settings << "ubSoundEffectsVolume = " << (int)gGameSettings.ubSoundEffectsVolume << endl;
|
||||
settings << "ubSpeechVolume = " << (int)gGameSettings.ubSpeechVolume << endl;
|
||||
settings << "uiMeanwhileScenesSeenFlags = " << gGameSettings.uiMeanwhileScenesSeenFlags << endl;
|
||||
settings << "fHideHelpInAllScreens = " << (gGameSettings.fHideHelpInAllScreens ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "ubSizeOfDisplayCover = " << (int)gGameSettings.ubSizeOfDisplayCover << endl;
|
||||
//settings << "ubSizeOfLOS = " << (int)gGameSettings.ubSizeOfLOS << endl;
|
||||
settings << "TOPTION_SPEECH = " << (gGameSettings.fOptions[TOPTION_SPEECH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MUTE_CONFIRMATIONS = " << (gGameSettings.fOptions[TOPTION_MUTE_CONFIRMATIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SUBTITLES = " << (gGameSettings.fOptions[TOPTION_SUBTITLES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_KEY_ADVANCE_SPEECH = " << (gGameSettings.fOptions[TOPTION_KEY_ADVANCE_SPEECH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ANIMATE_SMOKE = " << (gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_BLOOD_N_GORE = " << (gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DONT_MOVE_MOUSE = " << (gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_OLD_SELECTION_METHOD = " << (gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = " << (gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_MISSES = " << (gGameSettings.fOptions[TOPTION_SHOW_MISSES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RTCONFIRM = " << (gGameSettings.fOptions[TOPTION_RTCONFIRM] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SLEEPWAKE_NOTIFICATION = " << (gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_METRIC_SYSTEM = " << (gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MERC_ALWAYS_LIGHT_UP = " << (gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SMART_CURSOR = " << (gGameSettings.fOptions[TOPTION_SMART_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SNAP_CURSOR_TO_DOOR = " << (gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_GLOW_ITEMS = " << (gGameSettings.fOptions[TOPTION_GLOW_ITEMS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_TREE_TOPS = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_WIREFRAME = " << (gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_3D_CURSOR = " << (gGameSettings.fOptions[TOPTION_3D_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CTH_CURSOR = " << (gGameSettings.fOptions[TOPTION_CTH_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_GL_BURST_CURSOR = " << (gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_TAUNTS = " << (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] ? "TRUE" : "FALSE" ) << endl; // changed from drop all - SANDRO
|
||||
settings << "TOPTION_GL_HIGH_ANGLE = " << (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_REAL_TIME_SNEAK = " << (gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] ? "TRUE" : "FALSE" ) << endl; // changed from restrict aim levels - SANDRO
|
||||
settings << "TOPTION_SPACE_SELECTS_NEXT_SQUAD = " << (gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_ITEM_SHADOW = " << (gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_WEAPON_RANGE_IN_TILES = " << (gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TRACERS_FOR_SINGLE_FIRE = " << (gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RAIN_SOUND = " << (gGameSettings.fOptions[TOPTION_RAIN_SOUND] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_CROWS = " << (gGameSettings.fOptions[TOPTION_ALLOW_CROWS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ALLOW_SOLDIER_TOOLTIPS = " << (gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_AUTO_SAVE = " << (gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SILENT_SKYRIDER = " << (gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] ? "TRUE" : "FALSE" ) << endl;
|
||||
//settings << "TOPTION_LOW_CPU_USAGE = " << (gGameSettings.fOptions[TOPTION_LOW_CPU_USAGE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_ENHANCED_DESC_BOX = " << (gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TOGGLE_TURN_MODE = " << (gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_STAT_PROGRESS_BARS = " << (gGameSettings.fOptions[TOPTION_STAT_PROGRESS_BARS] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 3.6: Progress Bars
|
||||
settings << "TOPTION_ALT_MAP_COLOR = " << (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Alt Map Colors
|
||||
settings << "TOPTION_ALTERNATE_BULLET_GRAPHICS = " << (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_USE_NCTH = " << (gGameSettings.fOptions[TOPTION_USE_NCTH] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_GEAR = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_SHOW_TACTICAL_FACE_ICONS = " << (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DISABLE_CURSOR_SWAP = " << (gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_REPORT_MISS_MARGIN = " << (gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] ? "TRUE" : "FALSE" ) << endl; // HEADROCK HAM 4: Shot offset report
|
||||
settings << "TOPTION_SHOW_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RESET_ALL_OPTIONS = " << (gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = " << (gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_RENDER_MOUSE_REGIONS = " << (gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_DEBUG_MODE_OPTIONS_END = " << (gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING." << endl;
|
||||
settings << "; They are only included here for complete transparency for all GameSettings content. " << endl;
|
||||
settings << ";******************************************************************************************************************************" << endl;
|
||||
settings << "TOPTION_LAST_OPTION = " << (gGameSettings.fOptions[TOPTION_LAST_OPTION] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_HIDE_BULLETS = " << (gGameSettings.fOptions[TOPTION_HIDE_BULLETS] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_TRACKING_MODE = " << (gGameSettings.fOptions[TOPTION_TRACKING_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "NUM_ALL_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
|
||||
|
||||
try
|
||||
try
|
||||
{
|
||||
vfs::COpenWriteFile wfile(GAME_SETTINGS_FILE,true,true);
|
||||
wfile->write(settings.str().c_str(), settings.str().length());
|
||||
}
|
||||
catch(vfs::Exception& ex)
|
||||
{
|
||||
SGP_WARNING(ex.what());
|
||||
vfs::CFile file(GAME_SETTINGS_FILE);
|
||||
if(file.openWrite(true,true))
|
||||
{
|
||||
vfs::COpenWriteFile wfile(GAME_SETTINGS_FILE,true,true);
|
||||
wfile->write(settings.str().c_str(), settings.str().length());
|
||||
}
|
||||
catch(vfs::Exception& ex)
|
||||
{
|
||||
SGP_WARNING(ex.what());
|
||||
vfs::CFile file(GAME_SETTINGS_FILE);
|
||||
if(file.openWrite(true,true))
|
||||
{
|
||||
vfs::COpenWriteFile wfile( vfs::tWritableFile::cast(&file));
|
||||
SGP_TRYCATCH_RETHROW(file.write(settings.str().c_str(), settings.str().length()),L"");
|
||||
}
|
||||
vfs::COpenWriteFile wfile( vfs::tWritableFile::cast(&file));
|
||||
SGP_TRYCATCH_RETHROW(file.write(settings.str().c_str(), settings.str().length()),L"");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
@@ -900,16 +897,17 @@ void LoadGameExternalOptions()
|
||||
break;
|
||||
}
|
||||
|
||||
// WANNE: Moved to options screen
|
||||
//legion by Jazz
|
||||
/*gGameExternalOptions.fShowTacticalFaceGear = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_TACTICAL_FACE_GEAR",FALSE);
|
||||
gGameExternalOptions.fShowTacticalFaceIcons = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_TACTICAL_FACE_ICONS",FALSE);*/
|
||||
|
||||
gGameExternalOptions.bTacticalFaceIconStyle = iniReader.ReadInteger("Tactical Interface Settings","TACTICAL_FACE_ICON_STYLE", 0, 0, 3);
|
||||
|
||||
// Camo portraits by Jazz
|
||||
gGameExternalOptions.fShowCamouflageFaces = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_CAMOUFLAGE_FACES", FALSE);
|
||||
|
||||
// WANNE: Hide the health text when hovering over a enemy
|
||||
gGameExternalOptions.fHideEnemyHealthText = iniReader.ReadBoolean("Tactical Interface Settings","HIDE_ENEMY_HEALTH_TEXT", FALSE);
|
||||
|
||||
// WANNE: Hide the hit count when enemy gets hit
|
||||
gGameExternalOptions.ubEnemyHitCount = iniReader.ReadInteger("Tactical Interface Settings","ENEMY_HIT_COUNT", 0, 0, 2);
|
||||
|
||||
//################# Tactical Difficulty Settings #################
|
||||
|
||||
// Enemy AP settings
|
||||
@@ -1037,6 +1035,8 @@ void LoadGameExternalOptions()
|
||||
|
||||
//################# Tactical Gameplay Settings ##################
|
||||
|
||||
gGameExternalOptions.fAllowWalkingWithWeaponRaised = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_WALKING_WITH_WEAPON_RAISED", TRUE);
|
||||
|
||||
// WANNE: Externalized grid number of new merc when they arrive with the helicopter (by Jazz)
|
||||
gGameExternalOptions.iInitialMercArrivalLocation = iniReader.ReadInteger("Tactical Gameplay Settings","INITIAL_MERC_ARRIVAL_LOCATION", 4870 );
|
||||
|
||||
@@ -1134,7 +1134,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.bAimedBurstEnabled = iniReader.ReadBoolean("Tactical Interface Settings","USE_AIMED_BURST",FALSE);
|
||||
|
||||
// Penalcy for aimed burst
|
||||
gGameExternalOptions.uAimedBurstPenalty = iniReader.ReadInteger("Tactical Interface Settings","AIMING_BURST_PENALTY",2);
|
||||
gGameExternalOptions.uAimedBurstPenalty = iniReader.ReadInteger("Tactical Interface Settings","AIMING_BURST_PENALTY",2, 0, 10);
|
||||
|
||||
// We could see all what can see militia
|
||||
gGameExternalOptions.bWeSeeWhatMilitiaSeesAndViceVersa = iniReader.ReadBoolean("Tactical Interface Settings","WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA",TRUE);
|
||||
@@ -1168,7 +1168,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE);
|
||||
|
||||
// SANDRO - Enhanced close combat system
|
||||
gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", FALSE);
|
||||
gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE);
|
||||
|
||||
// SANDRO - give special Exp for completing quests
|
||||
gGameExternalOptions.usAwardSpecialExpForQuests = iniReader.ReadInteger("Tactical Gameplay Settings", "AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS", 100, 0, 5000);
|
||||
@@ -1176,6 +1176,14 @@ void LoadGameExternalOptions()
|
||||
//tais: soldiers always wear any armour..
|
||||
gGameExternalOptions.fSoldiersWearAnyArmour = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIERS_ALWAYS_WEAR_ANY_ARMOR", FALSE);
|
||||
|
||||
// improved Interrupt System (info: multiplayer game ALWAYS use the old interrupt system, because the new one causes crashes, no problem so far)
|
||||
gGameExternalOptions.fImprovedInterruptSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "IMPROVED_INTERRUPT_SYSTEM", TRUE);
|
||||
gGameExternalOptions.ubBasicPercentRegisterValueIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_PERCENTAGE_APS_REGISTERED", 60, 0, 250);
|
||||
gGameExternalOptions.ubPercentRegisterValuePerLevelIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL", 4, 0, 100);
|
||||
gGameExternalOptions.ubBasicReactionTimeLengthIIS = iniReader.ReadInteger("Tactical Gameplay Settings", "BASIC_REACTION_TIME_LENGTH", 25, 5, 100);
|
||||
gGameExternalOptions.fAllowCollectiveInterrupts = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_COLLECTIVE_INTERRUPTS", TRUE);
|
||||
gGameExternalOptions.fAllowInstantInterruptsOnSight = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", FALSE);
|
||||
|
||||
//################# Tactical Cover System Settings ##################
|
||||
|
||||
// CPT: Cover System Settings
|
||||
@@ -1394,11 +1402,12 @@ void LoadGameExternalOptions()
|
||||
|
||||
//################# Laptop Settings ##################
|
||||
|
||||
gGameExternalOptions.gBriefingRoom = iniReader.ReadBoolean("Laptop Settings", "BRIEFING_ROOM", FALSE);
|
||||
gGameExternalOptions.gEncyclopedia = iniReader.ReadBoolean("Laptop Settings", "ENCYCLOPEDIA", FALSE);
|
||||
gGameExternalOptions.fDisableLaptopTransition = iniReader.ReadBoolean("Laptop Settings", "DISABLE_LAPTOP_TRANSITION", FALSE);
|
||||
gGameExternalOptions.fFastWWWSitesLoading = iniReader.ReadBoolean("Laptop Settings", "FAST_WWW_SITES_LOADING", FALSE);
|
||||
|
||||
|
||||
|
||||
//################# Bobby Ray Settings ##################
|
||||
|
||||
|
||||
@@ -1676,7 +1685,8 @@ void LoadGameExternalOptions()
|
||||
//SaveGame slot by Jazz
|
||||
// WANNE: No need to make it external to switch between old/new. We always use the new save/load screen with more save slots
|
||||
//gGameExternalOptions.fSaveGameSlot = iniReader.ReadBoolean("Extension","SAVE_GAMES_SLOT",FALSE);
|
||||
gGameExternalOptions.fSaveGameSlot = TRUE;
|
||||
gGameExternalOptions.fSaveGameSlot = TRUE;
|
||||
|
||||
|
||||
// WANNE: This is just a debug setting. Only in debug version we set that property to TRUE.
|
||||
// In Release version this should always be set to FALSE
|
||||
@@ -1697,6 +1707,12 @@ void LoadSkillTraitsExternalSettings()
|
||||
gSkillTraitValues.ubMaxNumberOfTraits = iniReader.ReadInteger("Generic Traits Settings","MAX_NUMBER_OF_TRAITS", 3, 2, 30);
|
||||
gSkillTraitValues.ubNumberOfMajorTraitsAllowed = iniReader.ReadInteger("Generic Traits Settings","NUMBER_OF_MAJOR_TRAITS_ALLOWED", 2, 2, 20);
|
||||
|
||||
// Allow an exception in number of traits for Dr.Q?
|
||||
gSkillTraitValues.fAllowDrQTraitsException = iniReader.ReadBoolean("Generic Traits Settings","ALLOW_EXCEPTION_FOR_DR_Q", TRUE);
|
||||
|
||||
// Allow traits prerequisities for attributes?
|
||||
gSkillTraitValues.fAllowAttributePrereq = iniReader.ReadBoolean("Generic Traits Settings","SET_MINIMUM_ATTRIBUTES_FOR_TRAITS", TRUE);
|
||||
|
||||
// GENERIC SETTINGS
|
||||
gSkillTraitValues.bCtHModifierAssaultRifles = iniReader.ReadInteger("Generic Traits Settings","ASSAULT_RIFLES_CTH_MODIFIER", -5, -100, 100);
|
||||
gSkillTraitValues.bCtHModifierSniperRifles = iniReader.ReadInteger("Generic Traits Settings","SNIPER_RIFLES_CTH_MODIFIER", -10, -100, 100);
|
||||
@@ -1805,6 +1821,7 @@ void LoadSkillTraitsExternalSettings()
|
||||
gSkillTraitValues.ubMAAPsChangeStanceReduction = iniReader.ReadInteger("Martial Arts","APS_CHANGE_STANCE_REDUCTION", 25, 0, 100);
|
||||
gSkillTraitValues.ubMAApsTurnAroundReduction = iniReader.ReadInteger("Martial Arts","APS_TURN_AROUND_REDUCTION", 25, 0, 100);
|
||||
gSkillTraitValues.ubMAAPsClimbOrJumpReduction = iniReader.ReadInteger("Martial Arts","APS_CLIMB_OR_JUMP_REDUCTION", 25, 0, 100);
|
||||
gSkillTraitValues.ubMAReducedAPsRegisteredWhenMoving = iniReader.ReadInteger("Martial Arts","REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING", 35, 0, 100);
|
||||
gSkillTraitValues.ubMAChanceToCkickDoors = iniReader.ReadInteger("Martial Arts","CHANCE_KICK_DOORS_BONUS", 25, 0, 250);
|
||||
gSkillTraitValues.fPermitExtraAnimationsOnlyToMA = iniReader.ReadBoolean("Martial Arts","PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY", TRUE);
|
||||
|
||||
@@ -1815,7 +1832,8 @@ void LoadSkillTraitsExternalSettings()
|
||||
gSkillTraitValues.ubSLMaxBonuses = iniReader.ReadInteger("Squadleader","MAX_STACKABLE_BONUSES", 3, 1, 30);
|
||||
gSkillTraitValues.ubSLBonusAPsPercent = iniReader.ReadInteger("Squadleader","BONUS_APS_PERCENT_IN_RADIUS", 5, 0, 100);
|
||||
gSkillTraitValues.ubSLEffectiveLevelInRadius = iniReader.ReadInteger("Squadleader","EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS", 1, 0, 10);
|
||||
gSkillTraitValues.ubSLEffectiveLevelAsStandby = iniReader.ReadInteger("Squadleader","EFFECTIVE_LEVEL_AS_STANDBY", 1, 0, 10);
|
||||
gSkillTraitValues.ubSLEffectiveLevelAsStandby = iniReader.ReadInteger("Squadleader","EFFECTIVE_LEVEL_AS_STANDBY", 1, 0, 10);
|
||||
gSkillTraitValues.ubSLCollectiveInterruptsBonus = iniReader.ReadInteger("Squadleader","TRIGGER_COLLECTIVE_INTERRUPTS_BONUS", 20, 0, 100);
|
||||
gSkillTraitValues.ubSLOverallSuppresionBonusPercent = iniReader.ReadInteger("Squadleader","OVERALL_SUPRESSION_BONUS_PERCENT", 20, 0, 100);
|
||||
gSkillTraitValues.ubSLMoraleGainBonus = iniReader.ReadInteger("Squadleader","MORALE_GAIN_BONUS", 1, 0, 20);
|
||||
gSkillTraitValues.ubSLMoraleLossReduction = iniReader.ReadInteger("Squadleader","MORALE_LOSS_REDUCTION", 1, 0, 20);
|
||||
@@ -1895,6 +1913,7 @@ void LoadSkillTraitsExternalSettings()
|
||||
gSkillTraitValues.ubSTStealthModeSpeedBonus = iniReader.ReadInteger("Stealthy","STEALTH_MODE_SPEED_BONUS", 50, 0, 100);
|
||||
gSkillTraitValues.ubSTBonusToMoveQuietly = iniReader.ReadInteger("Stealthy","BONUS_TO_MOVE_STEALTHILY", 40, 0, 250);
|
||||
gSkillTraitValues.ubSTStealthBonus = iniReader.ReadInteger("Stealthy","STEALTH_BONUS", 25, 0, 200);
|
||||
gSkillTraitValues.ubSTReducedAPsRegistered = iniReader.ReadInteger("Stealthy","REDUCED_CHANCE_TO_BE_INTERRUPTED", 30, 0, 100);
|
||||
gSkillTraitValues.ubSTStealthPenaltyForMovingReduction = iniReader.ReadInteger("Stealthy","CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION", 25, 0, 100);
|
||||
|
||||
// ATHLETICS
|
||||
@@ -2001,6 +2020,7 @@ void LoadGameAPBPConstants()
|
||||
APBPConstants[AP_MODIFIER_SWAT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_SWAT",0),0);
|
||||
APBPConstants[AP_MODIFIER_CRAWL] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_CRAWL",4),4);
|
||||
APBPConstants[AP_MODIFIER_PACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_PACK",4),4);
|
||||
APBPConstants[AP_MODIFIER_READY] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_WEAPON_READY",1),4);
|
||||
APBPConstants[AP_CHANGE_FACING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_FACING",4),4);
|
||||
APBPConstants[AP_CHANGE_TARGET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_TARGET",2),2);
|
||||
APBPConstants[AP_TOSS_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TOSS_ITEM",32),32);
|
||||
@@ -2101,6 +2121,7 @@ void LoadGameAPBPConstants()
|
||||
APBPConstants[BP_MOVEMENT_SHORE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_SHORE",50);
|
||||
APBPConstants[BP_MOVEMENT_LAKE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_LAKE",75);
|
||||
APBPConstants[BP_MOVEMENT_OCEAN] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_OCEAN",100);
|
||||
APBPConstants[BP_MOVEMENT_READY] = iniReader.ReadInteger("BPConstants","BP_MODIFIER_WEAPON_READY",30);
|
||||
APBPConstants[BP_CROUCH] = iniReader.ReadInteger("BPConstants","BP_CROUCH",10);
|
||||
APBPConstants[BP_PRONE] = iniReader.ReadInteger("BPConstants","BP_PRONE",10);
|
||||
APBPConstants[BP_CLIMBROOF] = iniReader.ReadInteger("BPConstants","BP_CLIMBROOF",500);
|
||||
@@ -2295,9 +2316,13 @@ BOOLEAN GetCDLocation( )
|
||||
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
|
||||
UINT32 uiRetVal=0;
|
||||
|
||||
//Do a crude check to make sure the Ja2.ini file is the right on
|
||||
//Do a crude check to make sure the GAME_INI_FILE file is the right on
|
||||
|
||||
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
|
||||
STRING512 ja2INIfile;
|
||||
strcat(ja2INIfile, "..\\");
|
||||
strcat(ja2INIfile, GAME_INI_FILE);
|
||||
|
||||
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, ja2INIfile );
|
||||
if( uiRetVal == 0 || !IsDriveLetterACDromDrive( zCdLocation ) )
|
||||
{
|
||||
// the user most likely doesnt have the file, or the user has messed with the file
|
||||
@@ -2322,10 +2347,10 @@ BOOLEAN GetCDLocation( )
|
||||
sprintf( zCdLocation, "c" );
|
||||
}
|
||||
|
||||
//Now create a new file
|
||||
WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, GAME_INI_FILE );
|
||||
//Now create a new file
|
||||
WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, ja2INIfile );
|
||||
|
||||
GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, GAME_INI_FILE );
|
||||
GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, ja2INIfile );
|
||||
}
|
||||
|
||||
uiStrngLength = strlen( zCdLocation );
|
||||
@@ -2518,9 +2543,13 @@ BOOLEAN GetCdromLocationFromIniFile( STR pRootOfCdromDrive )
|
||||
{
|
||||
UINT32 uiRetVal=0;
|
||||
|
||||
//Do a crude check to make sure the Ja2.ini file is the right on
|
||||
//Do a crude check to make sure the GAME_INI_FILE file is the right on
|
||||
|
||||
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", pRootOfCdromDrive, SGPFILENAME_LEN, GAME_INI_FILE );
|
||||
STRING512 ja2INIfile;
|
||||
strcat(ja2INIfile, "..\\");
|
||||
strcat(ja2INIfile, GAME_INI_FILE);
|
||||
|
||||
uiRetVal = GetPrivateProfileString( "Ja2 Settings","CD", "", pRootOfCdromDrive, SGPFILENAME_LEN, ja2INIfile );
|
||||
if( uiRetVal == 0 )
|
||||
{
|
||||
pRootOfCdromDrive[0] = '\0';
|
||||
|
||||
Reference in New Issue
Block a user