#ifndef _INIT_H #define _INIT_H UINT32 InitializeJA2( ); void ShutdownJA2( ); BOOLEAN LoadExternalGameplayData(STR directoryName); void SetupMaxActionPointsAnimation(); //This is an enum to reference to array of ints that holds the values for all these constants. Gotthard 1/18/07 enum { AP_MAXIMUM, AP_MINIMUM, MIN_APS_TO_INTERRUPT, AP_MONSTER_MAXIMUM, AP_VEHICLE_MAXIMUM, MAX_AP_CARRIED, AP_YOUNG_MONST_FACTOR, AP_MONST_FRENZY_FACTOR, AP_CLAUSTROPHOBE, AP_AFRAID_OF_INSECTS, AP_EXCHANGE_PLACES, AP_REVERSE_MODIFIER, AP_STEALTH_MODIFIER, AP_STEAL_ITEM, AP_TAKE_BLOOD, AP_TALK, AP_MOVEMENT_FLAT, AP_MOVEMENT_GRASS, AP_MOVEMENT_BUSH, AP_MOVEMENT_RUBBLE, AP_MOVEMENT_SHORE, AP_MOVEMENT_LAKE, AP_MOVEMENT_OCEAN, AP_MODIFIER_RUN, AP_MODIFIER_WALK, AP_MODIFIER_SWAT, AP_MODIFIER_CRAWL, AP_MODIFIER_PACK, AP_MODIFIER_READY, AP_CHANGE_FACING, AP_CHANGE_TARGET, AP_TOSS_ITEM, AP_REFUEL_VEHICLE, AP_RADIO, AP_CROUCH, AP_PRONE, AP_LOOK_STANDING, AP_LOOK_CROUCHED, AP_LOOK_PRONE, AP_READY_KNIFE, AP_READY_DUAL, AP_MIN_AIM_ATTACK, AP_DROP_BOMB, AP_RELOAD_GUN, AP_START_FIRST_AID, AP_START_REPAIR, AP_GET_WOUNDED_DIVISOR, AP_FALL_DOWN, AP_OPEN_DOOR, AP_PICKLOCK, AP_EXAMINE_DOOR, AP_BOOT_DOOR, AP_USE_CROWBAR, AP_UNLOCK_DOOR, AP_LOCK_DOOR, AP_EXPLODE_DOOR, AP_UNTRAP_DOOR, AP_USEWIRECUTTERS, AP_CLIMBROOF, AP_CLIMBOFFROOF, AP_JUMPFENCE, AP_JUMPFENCEBPACK, AP_USE_REMOTE, AP_PULL_TRIGGER, AP_PUNCH, AP_PICKUP_ITEM, AP_GIVE_ITEM, AP_BURY_MINE, AP_DISARM_MINE, AP_DRINK, AP_CAMOFLAGE, AP_START_RUN_COST, AP_ATTACH_CAN, AP_JUMP_OVER, AP_BACK_PACK, AP_OPEN_ZIPPER, AP_CLOSE_ZIPPER, AP_CLICK_AIM, // HEADROCK HAM 3.1: Eight different settings for each aiming click with a scope. AP_FIRST_CLICK_AIM_SCOPE, AP_SECOND_CLICK_AIM_SCOPE, AP_THIRD_CLICK_AIM_SCOPE, AP_FOURTH_CLICK_AIM_SCOPE, AP_FIFTH_CLICK_AIM_SCOPE, AP_SIXTH_CLICK_AIM_SCOPE, AP_SEVENTH_CLICK_AIM_SCOPE, AP_EIGHTH_CLICK_AIM_SCOPE, AP_RELOAD_LOOSE, AP_UNJAM, AP_GRENADE_MODE, AP_JUMPWINDOW, //WANNE: jump window APs AP_WRONG_MAG, AP_MAX_SUPPRESSED, AP_MAX_TURN_SUPPRESSED, AP_MIN_LIMIT, AP_LOST_PER_MORALE_DROP, AP_SUPPRESSION_MOD, // HEADROCK HAM 3.5: Ratio of AP loss to Suppression Shock gain. AP_SUPPRESSION_SHOCK_DIVISOR, // HEADROCK HAM 3.3: AP loss per point of damage, inflicted when a character is knocked down by a hit to the legs. AP_LOSS_PER_LEGSHOT_DAMAGE, AUTOFIRE_SHOTS_AP_VALUE, BAD_AP_COST, //Cost to take item from position AP_INV_FROM_NONE, AP_INV_FROM_HANDS, AP_INV_FROM_EQUIPMENT, AP_INV_FROM_VEST, AP_INV_FROM_RIG, AP_INV_FROM_CPACK, AP_INV_FROM_BPACK, AP_INV_FROM_SLING, AP_INV_FROM_KNIFE, AP_INV_FROM_FACE, AP_INV_FROM_BIG_POCKET, AP_INV_FROM_SMALL_POCKET, //Cost to move item to position AP_INV_TO_NONE, AP_INV_TO_HANDS, AP_INV_TO_EQUIPMENT, AP_INV_TO_VEST, AP_INV_TO_RIG, AP_INV_TO_CPACK, AP_INV_TO_BPACK, AP_INV_TO_SLING, AP_INV_TO_KNIFE, AP_INV_TO_FACE, AP_INV_TO_BIG_POCKET, AP_INV_TO_SMALL_POCKET, //Max inventory cost AP_INV_MAX_COST, AP_JUMPWALL, AP_JUMPOFFWALL, AP_FORTIFICATION, AP_REMOVE_FORTIFICATION, AP_EAT, AP_CLEANINGKIT, AP_DISGUISE, AP_HANDCUFF, AP_APPLYITEM, AP_INVENTORY_ARM, AP_SPOTTER, AP_HACK, AP_READFILE, AP_WATERTAP, AP_SODAMACHINE, AP_CAMERA, AP_ENTER_VEHICLE, AP_EXIT_VEHICLE, AP_CHANGE_SEAT_VEHICLE, DEFAULT_APS, DEFAULT_AIMSKILL, BP_RATIO_RED_PTS_TO_NORMAL, BP_RT_BREATH_RECOVER_MODIFIER, // modifies breath regeneration during realtime mode BP_RT_BREATH_DEDUCT_MODIFIER, // modifies breath drain for all movement during realtime mode BP_RUN_ENERGYCOSTFACTOR, BP_WALK_ENERGYCOSTFACTOR, BP_SWAT_ENERGYCOSTFACTOR, BP_CRAWL_ENERGYCOSTFACTOR, BP_RADIO, BP_USE_DETONATOR, BP_PER_AP_NO_EFFORT, BP_PER_AP_MIN_EFFORT, BP_PER_AP_LT_EFFORT, BP_PER_AP_MOD_EFFORT, BP_MOVEMENT_FLAT, BP_MOVEMENT_GRASS, BP_MOVEMENT_BUSH, BP_MOVEMENT_RUBBLE, BP_MOVEMENT_SHORE, BP_MOVEMENT_LAKE, BP_MOVEMENT_OCEAN, BP_MOVEMENT_READY, BP_CROUCH, BP_PRONE, BP_CLIMBROOF, BP_CLIMBOFFROOF, BP_JUMPFENCE, BP_JUMPFENCEBPACK, BP_STEAL_ITEM, BP_START_FIRST_AID, BP_GET_HIT, BP_GET_WOUNDED, BP_FALL_DOWN, BP_OPEN_DOOR, BP_PICKLOCK, BP_EXAMINE_DOOR, BP_BOOT_DOOR, BP_USE_CROWBAR, BP_UNLOCK_DOOR, BP_EXPLODE_DOOR, BP_UNTRAP_DOOR, BP_LOCK_DOOR, BP_USEWIRECUTTERS, BP_DROP_BOMB, BP_BURY_MINE, BP_DISARM_MINE, BP_JUMP_OVER, BP_BACK_PACK, BP_WORK_ZIPPER, BP_UNJAM, BP_JUMPOFFWALL, BP_JUMPWALL, BP_FORTIFICATION, BP_REMOVE_FORTIFICATION, BP_HANDCUFF, BP_APPLYITEM, BP_INVENTORY_ARM, TOTAL_APBP_VALUES }; #endif