- Added INI options for RESTRICT_ROAMING and REVEAL_ITEMS_AFTER_COMBAT

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@857 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
AcyForsythe
2007-04-25 22:45:10 +00:00
parent a5dd7f7a76
commit f9fe75d5e7
13 changed files with 168 additions and 55 deletions
+3 -1
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@@ -6278,7 +6278,9 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
// Kaiden: More UB Reveal All Items after combat code.
//When all the enemy gets killed, reveal the items they dropped
RevealAllDroppedEnemyItems();
//But only if the option is turned ON.
if(gGameExternalOptions.gfRevealItems)
RevealAllDroppedEnemyItems();
return( TRUE );
}
-1
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@@ -314,7 +314,6 @@ extern EXPLOSIVETYPE Explosive[MAXITEMS+1];
extern INT8 gzBurstSndStrings[MAXITEMS*2][128]; // Lesh: changed this
extern AMMOTYPE AmmoTypes[MAXITEMS];
extern BOOLEAN ReadInWeaponStats(STR fileName);
extern BOOLEAN WriteWeaponStats();
+5
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@@ -70,6 +70,8 @@ typedef PARSE_STAGE;
#define MOVEMENTCOSTFILENAME "Map\\MovementCosts.xml"
#define ALTSECTORSFILENAME "Map\\AltSectors.xml"
#define SAMSITESFILENAME "Map\\SamSites.xml"
#define ROAMINGMILITIAFILENAME "Map\\RestrictedRoamingMilitia.xml"
#define GARRISONFILENAME "Army\\GarrisonGroups.xml"
#define PATROLFILENAME "Army\\PatrolGroups.xml"
@@ -175,4 +177,7 @@ extern BOOLEAN ReadInPatrolInfo(STR fileName);
extern BOOLEAN WriteInPatrolInfo(STR fileName);
extern BOOLEAN ReadInArmyCompositionInfo(STR fileName);
extern BOOLEAN WriteInArmyCompositionInfo(STR fileName);
//Kaiden: Roaming Militia Restricted Sectors List
extern BOOLEAN ReadInRoamingInfo(STR filename);
#endif
+2 -2
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@@ -431,13 +431,13 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
{
strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
AniParams.uiFlags |= ANITILE_LIGHT;
if ( pBullet->pFirer->bLevel > 0 ) // if firer on roof then
/*if ( pBullet->pFirer->bLevel > 0 ) // if firer on roof then
{
if ( FindBuilding(AniParams.sGridNo) != NULL ) // if this spot is still within the building's grid area
{
AniParams.uiFlags &= ~ANITILE_LIGHT;
}
}
}*/
}
CreateAnimationTile( &AniParams );