#ifdef PRECOMPILEDHEADERS #include "JA2 All.h" #include "HelpScreen.h" #include "Campaign.h" #include "Cheats.h" #include "INIReader.h" #else #include "Types.h" #include "GameSettings.h" #include "FileMan.h" #include "String.h" #include "Sound Control.h" #include "SaveLoadScreen.h" #include "Music Control.h" #include "Options Screen.h" #include "Overhead.h" #include "GameVersion.h" #include "LibraryDataBase.h" #include "Debug.h" #include "Language Defines.h" #include "HelpScreen.h" #include "INIReader.h" #include "Shade Table Util.h" #include "soldier profile type.h" #include "Random.h" #include "SaveLoadGame.h" #include "sgp.h" #include "screenids.h" #include "Font Control.h" #include "message.h" #include "Campaign.h" #include "meanwhile.h" #include "strategicmap.h" #include "Queen Command.h" #include "Game Clock.h" #include "Init.h" #include "InterfaceItemImages.h" #include "DynamicDialogue.h" // added by Flugente #endif #include "KeyMap.h" #include "Timer Control.h" #include "Text.h" #include "connect.h" #include "sgp_logger.h" #include "Map Information.h" #include "GameInitOptionsScreen.h" #include #include #include #define GAME_SETTINGS_FILE "Ja2_Settings.INI" #define GAME_EXTERNAL_OPTIONS_FILE "Ja2_Options.ini" #define AP_BP_CONSTANTS_FILE "APBPConstants.ini" #define STOMP_SETTINGS_FILE "Skills_Settings.ini" // SANDRO - file for STOMP // HEADROCK HAM 4: This file contains all the settings required to tweak the new Shooting Mechanism. There's lots of them. #define CTH_COEFFICIENTS_FILE "CTHConstants.ini" //DBrot: Settings for a mod that don't really fit in the Options file. This means GridNos for now. #define MOD_SETTINGS_FILE "Mod_Settings.ini" // silversurfer: Modifiers for item properties ( thresholds, range, damage, armor etc.) #define ITEM_SETTINGS_FILE "Item_Settings.ini" // anv: externalised taunt settings #define TAUNTS_SETTINGS_FILE "Taunts_Settings.ini" // anv: helicopter repair settings - enough of these to put them in own file #define HELICOPTER_SETTINGS_FILE "Helicopter_Settings.ini" #define MORALE_SETTINGS_FILE "Morale_Settings.ini" #define REPUTATION_SETTINGS_FILE "Reputation_Settings.ini" #define CREATURES_SETTINGS_FILE "Creatures_Settings.ini" #define CD_ROOT_DIR "DATA\\" GAME_SETTINGS gGameSettings; GAME_OPTIONS gGameOptions; // Snap: Options read from an INI file in the default of custom Data directory GAME_EXTERNAL_OPTIONS gGameExternalOptions; SKILL_TRAIT_VALUES gSkillTraitValues; // SANDRO - added this one TAUNTS_SETTINGS gTauntsSettings; HELICOPTER_SETTINGS gHelicopterSettings; MORALE_SETTINGS gMoraleSettings; REPUTATION_SETTINGS gReputationSettings; CREATURES_SETTINGS gCreaturesSettings; CTH_CONSTANTS gGameCTHConstants; // HEADROCK HAM 4: CTH constants MOD_SETTINGS gModSettings; //DBrot: mod specific settings ITEM_SETTINGS gItemSettings; // silversurfer: item property modifiers extern SGPFILENAME gCheckFilenames[]; extern CHAR8 gzErrorMsg[256]; extern INT16 APBPConstants[TOTAL_APBP_VALUES]; void InitGameSettings(); BOOLEAN GetCdromLocationFromIniFile( STR pRootOfCdromDrive ); extern BOOLEAN DoJA2FilesExistsOnDrive( CHAR8 *zCdLocation ); BOOLEAN GetCDromDriveLetter( STR8 pString ); BOOLEAN IsDriveLetterACDromDrive( STR pDriveLetter ); void CDromEjectionErrorMessageBoxCallBack( UINT8 bExitValue ); bool UsingNewInventorySystem() { return (gGameOptions.ubInventorySystem == INVENTORY_NEW); } bool UsingNewAttachmentSystem() { return (gGameOptions.ubAttachmentSystem == ATTACHMENT_NEW); } bool UsingNewCTHSystem() { return (gGameOptions.fUseNCTH == TRUE); } std::string StringToLower(std::string strToConvert) {//change each element of the string to lower case for(unsigned int i=0;igetProfileStack()->getProfile(L"v1.13") != NULL) { isValid = TRUE; } else isValid = FALSE; // Also check the resolution if needed. if(checkRes == true && iResolution >= _640x480 && iResolution < _800x600) isValid = FALSE; return isValid; } BOOLEAN LoadGameSettings() { try { CIniReader iniReader(GAME_SETTINGS_FILE, TRUE); // force path even for non existing files gGameSettings.bLastSavedGameSlot = iniReader.ReadInteger("JA2 Game Settings","bLastSavedGameSlot" , -1 , -1 , 255 ); gGameSettings.ubMusicVolumeSetting = iniReader.ReadInteger("JA2 Game Settings","ubMusicVolumeSetting" , MIDVOLUME , 0 , HIGHVOLUME ); gGameSettings.ubSoundEffectsVolume = iniReader.ReadInteger("JA2 Game Settings","ubSoundEffectsVolume" , MIDVOLUME , 0 , HIGHVOLUME ); gGameSettings.ubSpeechVolume = iniReader.ReadInteger("JA2 Game Settings","ubSpeechVolume" , MIDVOLUME , 0 , HIGHVOLUME ); gGameSettings.uiMeanwhileScenesSeenFlags = iniReader.ReadUINT32 ("JA2 Game Settings","uiMeanwhileScenesSeenFlags" , 0 , 0 , UINT_MAX ); gGameSettings.fHideHelpInAllScreens = iniReader.ReadBoolean("JA2 Game Settings","fHideHelpInAllScreens" , FALSE ); gGameSettings.fOptions[TOPTION_SPEECH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SPEECH" , TRUE ); gGameSettings.fOptions[TOPTION_MUTE_CONFIRMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MUTE_CONFIRMATIONS" , FALSE ); gGameSettings.fOptions[TOPTION_SUBTITLES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SUBTITLES" , TRUE ); gGameSettings.fOptions[TOPTION_KEY_ADVANCE_SPEECH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_KEY_ADVANCE_SPEECH" , FALSE ); gGameSettings.fOptions[TOPTION_ANIMATE_SMOKE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ANIMATE_SMOKE" , TRUE ); gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_BLOOD_N_GORE" , TRUE ); gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DONT_MOVE_MOUSE" , FALSE ); gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_OLD_SELECTION_METHOD" , FALSE ); gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_MISSES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MISSES" , FALSE ); gGameSettings.fOptions[TOPTION_RTCONFIRM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RTCONFIRM" , FALSE ); gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , TRUE ); gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_METRIC_SYSTEM" , TRUE ); gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERC_ALWAYS_LIGHT_UP" , FALSE ); gGameSettings.fOptions[TOPTION_SMART_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SMART_CURSOR" , FALSE ); gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE ); gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE ); gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TREE_TOPS" , TRUE ); gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_WIREFRAME" , TRUE ); gGameSettings.fOptions[TOPTION_3D_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_3D_CURSOR" , FALSE ); gGameSettings.fOptions[TOPTION_CTH_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CTH_CURSOR" , TRUE ); gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_BURST_CURSOR" , TRUE ); gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_TAUNTS" , TRUE ); // changed from drop all - SANDRO gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , FALSE ); if (!is_networked) gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_REAL_TIME_SNEAK" , FALSE ); // Changed from aim levels restriction - SANDRO else gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = FALSE; gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SPACE_SELECTS_NEXT_SQUAD" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ITEM_SHADOW" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_WEAPON_RANGE_IN_TILES" , TRUE ); gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , FALSE ); gGameSettings.fOptions[TOPTION_RAIN_SOUND] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RAIN_SOUND" , TRUE ); if (!is_networked) gGameSettings.fOptions[TOPTION_ALLOW_CROWS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_CROWS" , TRUE ); else gGameSettings.fOptions[TOPTION_ALLOW_CROWS] = FALSE; if (!is_networked) gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_SOLDIER_TOOLTIPS" , TRUE ); else gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] = FALSE; if (!is_networked) gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_AUTO_SAVE" , FALSE ); else gGameSettings.fOptions[TOPTION_USE_AUTO_SAVE] = FALSE; gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SILENT_SKYRIDER" , FALSE ); //gGameSettings.fOptions[TOPTION_LOW_CPU_USAGE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_LOW_CPU_USAGE" , FALSE ); gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ENHANCED_DESC_BOX" , TRUE ); if (!is_networked) gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TURN_MODE" , FALSE ); else gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = FALSE; gGameSettings.fOptions[TOPTION_STAT_PROGRESS_BARS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_STAT_PROGRESS_BARS" , TRUE ); // HEADROCK HAM 3.6: Progress Bars gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , TRUE ); // Flugente: mercenary formations gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE ); //if (!is_networked) // gGameSettings.fOptions[TOPTION_USE_NCTH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_NCTH" , FALSE ); //else // gGameSettings.fOptions[TOPTION_USE_NCTH] = FALSE; gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_GEAR" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_ICONS" , TRUE ); gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CHEAT_MODE_OPTIONS_HEADER" , FALSE ); gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_FORCE_BOBBY_RAY_SHIPMENTS" , FALSE ); gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_END] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CHEAT_MODE_OPTIONS_END" , FALSE ); gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_HEADER] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DEBUG_MODE_OPTIONS_HEADER" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_RESET_ALL_OPTIONS" , FALSE ); gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RESET_ALL_OPTIONS" , FALSE ); gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE" , FALSE ); gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP" , FALSE ); gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RENDER_MOUSE_REGIONS" , FALSE ); gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DEBUG_MODE_OPTIONS_END" , FALSE ); gGameSettings.fOptions[TOPTION_LAST_OPTION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_LAST_OPTION" , FALSE ); gGameSettings.fOptions[NUM_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_GAME_OPTIONS" , FALSE ); gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERC_CASTS_LIGHT" , TRUE ); gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE ); gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE ); gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_TRAINING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_TRAINING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE ); if (!is_networked) gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE ); else gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE; // The "HIGHSPEED_TIMER" property from the ja2.ini is not set, disable the option if (!IsHiSpeedClockMode()) gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE; gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES" , FALSE ); gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ENABLE_INVENTORY_POPUPS" , TRUE ); // the_bob : enable popups for picking items from sector inv gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_LAST_ENEMY" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_LBE_CONTENT] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_LBE_CONTENT" , TRUE ); gGameSettings.fOptions[TOPTION_INVERT_WHEEL] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_INVERT_WHEEL" , FALSE ); gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_ALL_GAME_OPTIONS" , FALSE ); DeleteShadeTableDir(); // ary-05/05/2009 : Might be bad idea for it to be here. But its gotta happen for some reason every now and then. // : The call to DeleteShadeTableDir() used to coincided with reseting an older settings file. // : Shade Table Dir is rebuilt when ever LoadShadeTable() cant find it. Its only around ~1.5 MB. // //Do checking to make sure the settings are valid // if( gGameSettings.bLastSavedGameSlot < 0 || gGameSettings.bLastSavedGameSlot >= NUM_SLOT ) gGameSettings.bLastSavedGameSlot = -1; if( gGameSettings.ubMusicVolumeSetting > HIGHVOLUME ) gGameSettings.ubMusicVolumeSetting = MIDVOLUME; if( gGameSettings.ubSoundEffectsVolume > HIGHVOLUME ) gGameSettings.ubSoundEffectsVolume = MIDVOLUME; if( gGameSettings.ubSpeechVolume > HIGHVOLUME ) gGameSettings.ubSpeechVolume = MIDVOLUME; //make sure that at least subtitles or speech is enabled if( !gGameSettings.fOptions[ TOPTION_SUBTITLES ] && !gGameSettings.fOptions[ TOPTION_SPEECH ] ) { gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE; gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE; } // // Set the settings // SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume ); SetSpeechVolume( gGameSettings.ubSpeechVolume ); MusicSetVolume( gGameSettings.ubMusicVolumeSetting ); //if the user doesnt want the help screens present if( gGameSettings.fHideHelpInAllScreens ) { gHelpScreen.usHasPlayerSeenHelpScreenInCurrentScreen = 0; } else { //Set it so that every screens help will come up the first time ( the 'x' will be set ) gHelpScreen.usHasPlayerSeenHelpScreenInCurrentScreen = 0xffff; } return( TRUE ); } catch(vfs::Exception) { // file does not exist, InitGamesettings() and then return. // InitGamesettings() will also call SaveGameSettings(). InitGameSettings(); return(FALSE); } } BOOLEAN SaveGameSettings() { if (!is_networked) { //Record the current settings into the game settins structure gGameSettings.ubSoundEffectsVolume = (UINT8)GetSoundEffectsVolume( ); gGameSettings.ubSpeechVolume = (UINT8)GetSpeechVolume( ); gGameSettings.ubMusicVolumeSetting = (UINT8)MusicGetVolume( ); std::stringstream settings; const char endl[] = "\r\n"; settings << ";******************************************************************************************************************************" << endl; settings << ";******************************************************************************************************************************" << endl; settings << "; Jagged Alliance 2 --Settings File-- " << endl; settings << "; " << endl; settings << "; Please note that this file is automatically generated by the game. " << endl; settings << "; " << endl; settings << "; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, " << endl; settings << "; some may be ignored, but most likely they will be acceptable or reset to a default value. " << endl; settings << "; " << endl; settings << "; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated." << endl; settings << "; " << endl; settings << ";******************************************************************************************************************************" << endl; settings << endl; settings << ";******************************************************************************************************************************" << endl; settings << endl; settings << "; The Current Game Setting Struct is defined as : " << endl; settings << ";" << endl; settings << "; typedef struct" << endl; settings << "; {" << endl; settings << "; INT8 bLastSavedGameSlot; // The last saved game number goes in here" << endl; settings << "; UINT8 ubMusicVolumeSetting; // Volume Setting" << endl; settings << "; UINT8 ubSoundEffectsVolume; // Volume Setting" << endl; settings << "; UINT8 ubSpeechVolume; // Volume Setting" << endl; settings << "; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. )" << endl; settings << "; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..'" << endl; settings << "; BOOLEAN fHideHelpInAllScreens; // Controls Help \"do not show help again\" checkbox" << endl; settings << "; } GAME_SETTINGS" << endl; settings << ";" << endl; settings << ";******************************************************************************************************************************" << endl; settings << endl << endl; settings << "[JA2 Game Settings]" << 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 << "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_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_SHOW_MERC_RANKS = " << (gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] ? "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_QUIET_TRAINING = " << (gGameSettings.fOptions[TOPTION_QUIET_TRAINING] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_QUIET_REPAIRING = " << (gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_QUIET_DOCTORING = " << (gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_AUTO_FAST_FORWARD_MODE = " << (gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_SHOW_LAST_ENEMY = " << (gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_SHOW_LBE_CONTENT = " << (gGameSettings.fOptions[TOPTION_SHOW_LBE_CONTENT] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_INVERT_WHEEL = " << (gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_ENABLE_INVENTORY_POPUPS = " << (gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] ? "TRUE" : "FALSE" ) << endl; // the_bob : enable popups for picking items from sector inv settings << "TOPTION_MERCENARY_FORMATIONS = " << (gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] ? "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 { 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""); } } } return( TRUE ); } void InitGameSettings() { // completely blank out gGameSettings memset( &gGameSettings, 0, sizeof( GAME_SETTINGS ) ); //Init the Game Settings gGameSettings.bLastSavedGameSlot = -1; gGameSettings.ubMusicVolumeSetting = 63; gGameSettings.ubSoundEffectsVolume = 63; gGameSettings.ubSpeechVolume = 63; //Set the settings SetSoundEffectsVolume( gGameSettings.ubSoundEffectsVolume ); SetSpeechVolume( gGameSettings.ubSpeechVolume ); MusicSetVolume( gGameSettings.ubMusicVolumeSetting ); gGameSettings.fOptions[ TOPTION_SPEECH ] = TRUE; gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] = FALSE; gGameSettings.fOptions[ TOPTION_SUBTITLES ] = TRUE; gGameSettings.fOptions[ TOPTION_KEY_ADVANCE_SPEECH ] = FALSE; gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] = TRUE; gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = TRUE; gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] = FALSE; gGameSettings.fOptions[ TOPTION_OLD_SELECTION_METHOD ] = FALSE; gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = FALSE; gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] = FALSE; gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE; gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE; gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = TRUE; gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] = FALSE; gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE; gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE; gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE; gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE; gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE; gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE; gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE; //Madd: gGameSettings.fOptions[ TOPTION_GL_BURST_CURSOR ] = TRUE; gGameSettings.fOptions[ TOPTION_ALLOW_TAUNTS ] = TRUE; // changed - SANDRO gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = FALSE; gGameSettings.fOptions[ TOPTION_ALLOW_REAL_TIME_SNEAK ] = FALSE; // changed - SANDRO //lalien gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE; gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE; gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE; gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = FALSE; gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE; gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE; gGameSettings.fOptions[ TOPTION_ALLOW_SOLDIER_TOOLTIPS ] = TRUE; gGameSettings.fOptions[ TOPTION_USE_AUTO_SAVE ] = FALSE; gGameSettings.fOptions[ TOPTION_SILENT_SKYRIDER ] = FALSE; //gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] = FALSE; gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] = TRUE; // arynn gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE; // HEADROCK HAM 3.6: gGameSettings.fOptions[ TOPTION_STAT_PROGRESS_BARS ] = FALSE; // HEADROCK HAM 4: gGameSettings.fOptions[ TOPTION_ALT_MAP_COLOR ] = FALSE; gGameSettings.fOptions[ TOPTION_ALTERNATE_BULLET_GRAPHICS ] = TRUE; // CHRISL: HAM 4: Activate/Deactivate NCTH mode //gGameSettings.fOptions[ TOPTION_USE_NCTH ] = FALSE; gGameSettings.fOptions[ TOPTION_SHOW_MERC_RANKS ] = TRUE; // WANNE: gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_GEAR ] = TRUE; gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ] = TRUE; gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE; gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_TRAINING ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_REPAIRING ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_DOCTORING ] = FALSE; gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE; gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] = TRUE; // the_bob : enable popups for picking items from sector inv gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] = FALSE; gGameSettings.fOptions[TOPTION_SHOW_LBE_CONTENT] = TRUE; gGameSettings.fOptions[TOPTION_INVERT_WHEEL] = FALSE; gGameSettings.fOptions[ TOPTION_MERCENARY_FORMATIONS ] = FALSE; // Flugente: mercenary formations // arynn: Cheat/Debug Menu gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE; gGameSettings.fOptions[ TOPTION_FORCE_BOBBY_RAY_SHIPMENTS ] = FALSE; // force all pending Bobby Ray shipments gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_END ] = FALSE; gGameSettings.fOptions[ TOPTION_DEBUG_MODE_OPTIONS_HEADER ] = FALSE; // an example options screen options header (pure text) gGameSettings.fOptions[ TOPTION_SHOW_RESET_ALL_OPTIONS ] = FALSE; // failsafe show/hide option to reset all options gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE; gGameSettings.fOptions[ TOPTION_RESET_ALL_OPTIONS ] = FALSE; // a do once and reset self option (button like effect) gGameSettings.fOptions[ TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE ] = FALSE; // allow debug options that were set in debug.exe to continue in a rel.exe (debugging release can be beneficial) gGameSettings.fOptions[ TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP ] = FALSE; // an example option that will show/hide other options gGameSettings.fOptions[ TOPTION_RENDER_MOUSE_REGIONS ] = FALSE; // an example of a DEBUG build option gGameSettings.fOptions[ TOPTION_DEBUG_MODE_OPTIONS_END ] = FALSE; // an example options screen options divider (pure text) // enum control options (not real options but included here for the sake of complete control of values) //gGameSettings.ubSizeOfDisplayCover = 16; //gGameSettings.ubSizeOfLOS = 16; // ary-05/05/2009 : TOPTION_LAST_OPTION is THE LAST options screen toggle option that exists. (its still an option, and its < NUM_GAME_OPTIONS) // : intended for debugging options screen final page. test to avoid last page over or under extension. // : might be useful in future of toggle option content developement. gGameSettings.fOptions[ TOPTION_LAST_OPTION ] = FALSE; // doesnt do anything except exist gGameSettings.fOptions[ NUM_GAME_OPTIONS ] = FALSE; // Toggles prior to this will be able to be toggled by the player // JA2Gold gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] = TRUE; gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] = FALSE; gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] = TRUE; gGameSettings.fOptions[ NUM_ALL_GAME_OPTIONS ] = FALSE; // Absolute final end of enum //Since we just set the settings, save them SaveGameSettings(); } void InitGameOptions() { memset( &gGameOptions, 0, sizeof( GAME_OPTIONS ) ); gGameOptions.ubBobbyRayQuality = BR_GOOD; gGameOptions.ubBobbyRayQuantity = BR_GOOD; gGameOptions.fGunNut = TRUE; gGameOptions.fAirStrikes = FALSE; gGameOptions.ubGameStyle = STYLE_SCIFI; gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM; //Fast Bobby Ray Shipments (CHECK) //gGameOptions.fBobbyRayFastShipments = FALSE; //Inventory AP Costs (CHECK) gGameOptions.fInventoryCostsAP = TRUE; gGameOptions.fUseNCTH = FALSE; gGameOptions.fImprovedInterruptSystem = TRUE; gGameOptions.fBackGround = FALSE; gGameOptions.fFoodSystem = FALSE; //CHRISL: override default inventory mode when in low res if(IsNIVModeValid(true) == FALSE) { gGameOptions.ubInventorySystem = INVENTORY_OLD; gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD; } else { gGameOptions.ubInventorySystem = INVENTORY_NEW; gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD; } gGameOptions.fTurnTimeLimit = FALSE; gGameOptions.fIronManMode = FALSE; gGameOptions.ubIronManMode = 0; // following added by SANDRO gGameOptions.ubMaxIMPCharacters = (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount); if (gGameExternalOptions.fReadProfileDataFromXML) gGameOptions.fNewTraitSystem = TRUE; else gGameOptions.fNewTraitSystem = FALSE; gGameOptions.ubProgressSpeedOfItemsChoices = ITEM_PROGRESS_NORMAL; gGameOptions.fEnemiesDropAllItems = FALSE; } // WDS: These HAVE to total 100% at all times!!! //#define PROGRESS_PORTION_KILLS 25 //#define PROGRESS_PORTION_CONTROL 25 //#define PROGRESS_PORTION_INCOME 50 // The following are for fixing problems when reading the .ini file #define COUNT_STANDARD_MALE_SLOTS 3 #define FIRST_STANDARD_MALE_SLOT 51 #define COUNT_STANDARD_FEMALE_SLOTS 3 #define FIRST_STANDARD_FEMALE_SLOT 54 extern INT32 CountFilledIMPSlots( INT8 iSex ); extern INT32 CountEmptyIMPSlots( INT8 iSex ); // Snap: Read options from an INI file in the default of custom Data directory void LoadGameExternalOptions() { //Kaiden: Setting Ja2_Options.ini file to be read CIniReader iniReader(GAME_EXTERNAL_OPTIONS_FILE); //################# System Limit Settings ################# // WDS - make number of mercenaries, etc. be configurable. Note: Changing one of these can render savegames unloadable. gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_PLAYER_MERCS", 24, 1, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS); gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_PLAYER_VEHICLES", 2, 2, CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES); gGameExternalOptions.ubGameMaximumNumberOfEnemies = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_ENEMIES_IN_TACTICAL", 32, 16, CODE_MAXIMUM_NUMBER_OF_ENEMIES); gGameExternalOptions.ubGameMaximumNumberOfCreatures = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_CREATURES_IN_TACTICAL", 32, 0, CODE_MAXIMUM_NUMBER_OF_CREATURES); gGameExternalOptions.ubGameMaximumNumberOfRebels = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_MILITIA_IN_TACTICAL", 32, 16, CODE_MAXIMUM_NUMBER_OF_REBELS); gGameExternalOptions.ubGameMaximumNumberOfCivilians = iniReader.ReadInteger("System Limit Settings","MAX_NUMBER_CIVS_IN_TACTICAL", 32, 16, CODE_MAXIMUM_NUMBER_OF_CIVS); gGameExternalOptions.iMaxEnemyGroupSize = iniReader.ReadInteger("System Limit Settings","MAX_STRATEGIC_ENEMY_GROUP_SIZE",20, 10, 100); //JMich gGameExternalOptions.guiMaxItemSize = iniReader.ReadInteger("System Limit Settings","MAX_ITEM_SIZE",34, 0, 65000); gGameExternalOptions.guiMaxWeaponSize = iniReader.ReadInteger("System Limit Settings","MAX_WEAPON_SIZE", 9, 0, 32000); gGameExternalOptions.guiOIVSizeNumber = iniReader.ReadInteger("System Limit Settings","OLD_INVENTORY_ITEM_NUMBER", 99, 0, 65535); // silversurfer: this is only for the cleaned up NCTH calculation. Please remove if the new functions are accepted // see Tactical\Weapons.cpp funtion CalcNewChanceToHitGun() gGameExternalOptions.fUseNewCTHCalculation = iniReader.ReadBoolean("System Limit Settings", "USE_NEW_CTH_CALCULATION", TRUE); //################# Data File Settings ################# // WANNE: Always use prof.dat?? gGameExternalOptions.fUseDifficultyBasedProfDat = iniReader.ReadBoolean("Data File Settings", "USE_DIFFICULTY_BASED_PROF_DAT", TRUE); // HEADROCK PROFEX/3.6: Activate this to read Profile data from MercProfiles.XML and MercOpinions.XML gGameExternalOptions.fReadProfileDataFromXML = iniReader.ReadBoolean("Data File Settings","READ_PROFILE_DATA_FROM_XML", TRUE); // HEADROCK PROFEX/3.6: Activate this to write Profile data to MercProfiles Out.XML and MercOpinions Out.XML. This can be used to convert PROF.DAT to XML format. gGameExternalOptions.fWriteProfileDataToXML = iniReader.ReadBoolean("Data File Settings","WRITE_PROFILE_DATA_TO_XML", FALSE); // Use "EnemyWeaponDrop.XML" etc. for determining which items are dropped? gGameExternalOptions.ubEnemiesItemDrop = iniReader.ReadInteger("Data File Settings","USE_EXTERNALIZED_ENEMY_ITEM_DROPS", 0, 0, 1); //Madd: use xml file for tilesets gGameExternalOptions.fUseXmlTileSets = iniReader.ReadBoolean("Data File Settings","USE_XML_TILESETS", FALSE); //Madd: set number of pItem files to be used gGameExternalOptions.ubNumPItems = iniReader.ReadInteger("Data File Settings","NUM_P_ITEMS", 3, 3, MAX_PITEMS); //################# Merc Recruitment Settings ################# // WDS: Allow flexible numbers of IMPs of each sex // SANDRO - moved to the game itself //gGameExternalOptions.iMaxIMPCharacters = iniReader.ReadInteger("Recruitment Settings","MAX_IMP_CHARACTERS",1, 1, NUM_PROFILES); gGameExternalOptions.iIMPMaleCharacterCount = iniReader.ReadInteger("Recruitment Settings","IMP_MALE_CHARACTER_COUNT", COUNT_STANDARD_MALE_SLOTS, 1, NUM_PROFILES); gGameExternalOptions.iIMPFemaleCharacterCount = iniReader.ReadInteger("Recruitment Settings","IMP_FEMALE_CHARACTER_COUNT", COUNT_STANDARD_FEMALE_SLOTS, 1, NUM_PROFILES); if (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount > NUM_PROFILES) { gGameExternalOptions.iIMPMaleCharacterCount = COUNT_STANDARD_MALE_SLOTS; gGameExternalOptions.iIMPFemaleCharacterCount = COUNT_STANDARD_FEMALE_SLOTS; } // // Note: put -1 between male/female slots and -1 at end. This allows everything to be // counted dynamically quite easily. Note that all the code assumes there is AT // LEAST ONE slot for each sex. If that changes the code will have to be updated. // // Because errors in these values can really goof things up we will try to fix up bad // values and use the defaults instead. // int idx; char caMaleCountStr [] = "IMP_MALE_%d"; char caFemaleCountStr [] = "IMP_FEMALE_%d"; char caCountStr[20]; gGameExternalOptions.iaIMPSlots = (INT32*)MemAlloc( (gGameExternalOptions.iIMPMaleCharacterCount + gGameExternalOptions.iIMPFemaleCharacterCount + 2) * sizeof( UINT32 ) ); for (idx = 0; idx < gGameExternalOptions.iIMPMaleCharacterCount; ++idx) { sprintf( caCountStr, caMaleCountStr, idx+1); gGameExternalOptions.iaIMPSlots[idx] = iniReader.ReadInteger("Recruitment Settings",caCountStr, -1, -1, NUM_PROFILES-1); if (gGameExternalOptions.iaIMPSlots[idx] < 0) { if (idx < COUNT_STANDARD_MALE_SLOTS) { gGameExternalOptions.iaIMPSlots[idx] = FIRST_STANDARD_MALE_SLOT+idx; } else { // This is bad so just use the last standard slot # gGameExternalOptions.iaIMPSlots[idx] = FIRST_STANDARD_MALE_SLOT+COUNT_STANDARD_MALE_SLOTS-1; } } } gGameExternalOptions.iaIMPSlots[gGameExternalOptions.iIMPMaleCharacterCount] = -1; for (idx = 0; idx < gGameExternalOptions.iIMPFemaleCharacterCount; ++idx) { sprintf( caCountStr, caFemaleCountStr, idx+1); gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = iniReader.ReadInteger("Recruitment Settings",caCountStr, -1, -1, NUM_PROFILES-1); if (gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] < 0) { if (idx < COUNT_STANDARD_FEMALE_SLOTS) { gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = FIRST_STANDARD_FEMALE_SLOT+idx; } else { // This is bad so just use the last standard slot # gGameExternalOptions.iaIMPSlots[idx+gGameExternalOptions.iIMPMaleCharacterCount+1] = FIRST_STANDARD_FEMALE_SLOT+COUNT_STANDARD_FEMALE_SLOTS-1; } } } gGameExternalOptions.iaIMPSlots[gGameExternalOptions.iIMPFemaleCharacterCount+gGameExternalOptions.iIMPMaleCharacterCount+1] = -1; // silversurfer: read early recruitment options 1=immediately (control Omerta), 2=early (control 1, 2, 3 towns including Omerta) // 3=normal (control 3, 4, 5 towns including Omerta), 4=after liberating Omerta and solving the "Deliver Food Quest" for Miguel gGameExternalOptions.ubEarlyRebelsRecruitment[0] = iniReader.ReadInteger("Recruitment Settings","EARLY_REBELS_RECRUITMENT", 3, 1, 4); switch (gGameExternalOptions.ubEarlyRebelsRecruitment[0]) { case 2: { gGameExternalOptions.ubEarlyRebelsRecruitment[1] = 1; // FACT_PLAYER_OWNS_2_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[2] = 2; // FACT_PLAYER_OWNS_3_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[3] = 3; // FACT_PLAYER_OWNS_4_TOWNS_INCLUDING_OMERTA break; } case 3: { gGameExternalOptions.ubEarlyRebelsRecruitment[1] = 3; // FACT_PLAYER_OWNS_2_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[2] = 4; // FACT_PLAYER_OWNS_3_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[3] = 5; // FACT_PLAYER_OWNS_4_TOWNS_INCLUDING_OMERTA break; } case 4: { gGameExternalOptions.ubEarlyRebelsRecruitment[1] = 3; // FACT_PLAYER_OWNS_2_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[2] = 4; // FACT_PLAYER_OWNS_3_TOWNS_INCLUDING_OMERTA gGameExternalOptions.ubEarlyRebelsRecruitment[3] = 5; // FACT_PLAYER_OWNS_4_TOWNS_INCLUDING_OMERTA break; } default: break; } //I.M.P Character generation // SANDRO - some changes here gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 500000); gGameExternalOptions.fDynamicIMPProfileCost = iniReader.ReadBoolean("Recruitment Settings","DYNAMIC_IMP_PROFILE_COST",FALSE); gGameExternalOptions.iImpAttributePoints = iniReader.ReadInteger("Recruitment Settings","IMP_INITIAL_POINTS",500, 1, 5000); gGameExternalOptions.iMinAttribute = iniReader.ReadInteger("Recruitment Settings","IMP_MIN_ATTRIBUTE",35, 1, 99); gGameExternalOptions.iMaxZeroBonus = iniReader.ReadInteger("Recruitment Settings","IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE",15, 0, 100); // if attribute points set too low... if ( gGameExternalOptions.iImpAttributePoints < ((gGameExternalOptions.iMinAttribute * 5) + (gGameExternalOptions.iMaxZeroBonus * 5)) ) { gGameExternalOptions.iImpAttributePoints = ((gGameExternalOptions.iMinAttribute * 5) + (gGameExternalOptions.iMaxZeroBonus * 5)); } gGameExternalOptions.iMaxAttribute = iniReader.ReadInteger("Recruitment Settings","IMP_MAX_ATTRIBUTE",90, gGameExternalOptions.iMinAttribute, 100); gGameExternalOptions.iIMPStartingLevelCostMultiplier = iniReader.ReadInteger("Recruitment Settings","IMP_STARTING_LEVEL_COST_MULTIPLIER", 5, 0, 100); gGameExternalOptions.iBonusPointsForDisability = iniReader.ReadInteger("Recruitment Settings","IMP_BONUS_POINTS_FOR_DISABILITY",20, 0, 500); gGameExternalOptions.iBonusPointsPerSkillNotTaken = iniReader.ReadInteger("Recruitment Settings","IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN",25, 0, 500); // DBrot: Expert choices gGameExternalOptions.fExpertsGetDifferentChoices = iniReader.ReadBoolean("Recruitment Settings","EXPERTS_GET_DIFFERENT_CHOICES",FALSE); //Merc settings gGameExternalOptions.fMercDayOne = iniReader.ReadBoolean("Recruitment Settings","MERC_WEBSITE_IMMEDIATELY_AVAILABLE",FALSE); gGameExternalOptions.fAllMercsAvailable = iniReader.ReadBoolean("Recruitment Settings","MERC_WEBSITE_ALL_MERCS_AVAILABLE",FALSE); //tais: mercs can go on assignment; 0 = default behaviour, 1 = all mercs available at start, 2 = no mercs go on other assignments... period! gGameExternalOptions.fMercsOnAssignment = iniReader.ReadInteger("Recruitment Settings","MERCS_CAN_BE_ON_ASSIGNMENT",0,0,2); //Merc Death Settings: gGameExternalOptions.gfMercsDieOnAssignment = iniReader.ReadBoolean("Recruitment Settings","MERCS_CAN_DIE_ON_ASSIGNMENT",TRUE); // CHRISL: New setting to allow Slay to remain as a hired PC gGameExternalOptions.fEnableSlayForever = iniReader.ReadBoolean("Recruitment Settings", "SLAY_STAYS_FOREVER", FALSE); // anv: playable Speck gGameExternalOptions.fEnableRecruitableSpeck = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_SPECK", TRUE); // anv: John Kulba becomes recruitable as a merc after finishing escort quest gGameExternalOptions.fEnableRecruitableJohnKulba = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_JOHN_KULBA", TRUE); gGameExternalOptions.ubRecruitableJohnKulbaDelay = iniReader.ReadInteger("Recruitment Settings", "RECRUITABLE_JOHN_KULBA_DELAY", 14, 0, 255); // anv: enable JA1 natives as MERC mercs gGameExternalOptions.fEnableRecruitableJA1Natives = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_JA1_NATIVES", TRUE); gGameExternalOptions.usMERCBankruptWarning = iniReader.ReadInteger("Recruitment Settings", "MERC_BANKRUPT_WARNING", 5000, 5000, 50000 ); // Buggler: setting to show/hide skills/traits in AIM & MERC hiring page gGameExternalOptions.fShowSkillsInHirePage = iniReader.ReadBoolean("Recruitment Settings", "SHOW_SKILLS_IN_HIRING_PAGE", FALSE); gGameExternalOptions.ubMercRandomStats = iniReader.ReadInteger("Recruitment Settings", "MERCS_RANDOM_STATS", 0, 0, 4); gGameExternalOptions.fMercRandomGearKits = iniReader.ReadBoolean("Recruitment Settings", "MERCS_RANDOM_GEAR_KITS", FALSE); //Jenilee gGameExternalOptions.fMercRandomBellDistribution = iniReader.ReadBoolean("Recruitment Settings", "MERCS_RANDOM_BELL_DISTRIBUTION", TRUE); gGameExternalOptions.ubMercRandomStatsRange = iniReader.ReadInteger("Recruitment Settings", "MERCS_RANDOM_STAT_RANGE", 10, 0, 50); gGameExternalOptions.ubMercRandomExpRange = iniReader.ReadInteger("Recruitment Settings", "MERCS_RANDOM_EXP_RANGE", 1, 0, 4); gGameExternalOptions.fMercRandomStartSalary = iniReader.ReadBoolean("Recruitment Settings", "MERCS_RANDOM_START_SALARY", FALSE); gGameExternalOptions.ubMercRandomStartSalaryPercentMod = iniReader.ReadInteger("Recruitment Settings", "MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER", 30, 0, 100); //################# Financial Settings ################# // HEADROCK HAM B1: Set % of mine income, where 100% = normal gGameExternalOptions.usMineIncomePercentage = iniReader.ReadInteger("Financial Settings","MINE_INCOME_PERCENTAGE", 100, 1, 1000); // ALT+LMB item selling gGameExternalOptions.fSellAll = iniReader.ReadBoolean("Financial Settings","SELL_ITEMS_WITH_ALT_LMB",FALSE); gGameExternalOptions.iPriceModifier = iniReader.ReadInteger("Financial Settings","SELL_ITEMS_PRICE_MODIFIER",10, -1, 100); gGameExternalOptions.iMilitiaTrainingCost = iniReader.ReadInteger("Financial Settings","MILITIA_BASE_TRAINING_COST",750, 10, 10000); gGameExternalOptions.iRegularCostModifier = iniReader.ReadInteger("Financial Settings","MILITIA_COST_MULTIPLIER_REGULAR",1, 1, 10); gGameExternalOptions.iVeteranCostModifier = iniReader.ReadInteger("Financial Settings","MILITIA_COST_MULTIPLIER_ELITE",2, 1, 10); gGameExternalOptions.iMilitiaCostModifier = iniReader.ReadInteger("Financial Settings","MILITIA_COST_MULTIPLIER_MOBILE",3, 1, 10); // HEADROCK HAM 3.6: Daily upkeep costs for militia gGameExternalOptions.usDailyCostTownGreen = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_TOWN_GREEN", 0, 0, 10000); gGameExternalOptions.usDailyCostTownRegular = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_TOWN_REGULAR", 0, 0, 10000); gGameExternalOptions.usDailyCostTownElite = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_TOWN_ELITE", 0, 0, 10000); gGameExternalOptions.usDailyCostMobileGreen = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_MOBILE_GREEN", 0, 0, 10000); gGameExternalOptions.usDailyCostMobileRegular = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_MOBILE_REGULAR", 0, 0, 10000); gGameExternalOptions.usDailyCostMobileElite = iniReader.ReadInteger("Financial Settings","DAILY_MILITIA_UPKEEP_MOBILE_ELITE", 0, 0, 10000); // HEADROCK HAM 3.5: Helicopter - Base cost per sector. GREEN = Free airspace, RED = Enemy-controlled airspace. gGameExternalOptions.usHelicopterBaseCostPerGreenTile = iniReader.ReadInteger("Financial Settings","HELICOPTER_BASE_COST_PER_GREEN_TILE", 100, 0, 60000); gGameExternalOptions.usHelicopterBaseCostPerRedTile = iniReader.ReadInteger("Financial Settings","HELICOPTER_BASE_COST_PER_RED_TILE", 1000, 0, 60000); // anv: for alternative helicopter fuel system - cost for hovering long enough to burn 1 fuel unit. GREEN = Free airspace, RED = Enemy-controlled airspace. gGameExternalOptions.usHelicopterHoverCostOnGreenTile = iniReader.ReadInteger("Financial Settings","HELICOPTER_HOVER_COST_ON_GREEN_TILE", 50, 0, 60000); gGameExternalOptions.usHelicopterHoverCostOnRedTile = iniReader.ReadInteger("Financial Settings","HELICOPTER_HOVER_COST_ON_RED_TILE", 500, 0, 60000); // anv: if TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money gGameExternalOptions.fHelicopterReturnToBaseIsNotFree = iniReader.ReadBoolean("Financial Settings","HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE", TRUE); // anv: if TRUE, Skyrider will demand money only after safely landing in base gGameExternalOptions.fPaySkyriderInBase = iniReader.ReadBoolean("Financial Settings","HELICOPTER_PAY_SKYRIDER_IN_BASE", FALSE ); //tais: percentage that the merc's salary rises when he/she levels up gGameExternalOptions.gMercLevelUpSalaryIncreasePercentage = (FLOAT)iniReader.ReadInteger("Financial Settings","MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE",25, 0, 1000); //################# Troubleshooting Settings ################# gGameExternalOptions.gubDeadLockDelay = (UINT8) iniReader.ReadInteger("Troubleshooting Settings","DEAD_LOCK_DELAY",15, 5, 50); gGameExternalOptions.gfEnableEmergencyButton_SkipStrategicEvents = iniReader.ReadBoolean("Troubleshooting Settings","ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS",0); // WDS - Automatically try to save when an assertion failure occurs gGameExternalOptions.autoSaveOnAssertionFailure = iniReader.ReadBoolean("Troubleshooting Settings","AUTO_SAVE_ON_ASSERTION_FAILURE", FALSE); gGameExternalOptions.autoSaveTime = iniReader.ReadInteger("Troubleshooting Settings","AUTO_SAVE_EVERY_N_HOURS", 6, 0, 24); //################# Graphics Settings ################# gGameExternalOptions.gfVSync = iniReader.ReadBoolean("Graphics Settings","VERTICAL_SYNC",0); gGameExternalOptions.giPlayerTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","PLAYER_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0); gGameExternalOptions.giEnemyTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","ENEMY_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0); gGameExternalOptions.giCreatureTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","CREATURE_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0); gGameExternalOptions.giMilitiaTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","MILITIA_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0); gGameExternalOptions.giCivilianTurnSpeedUpFactor = iniReader.ReadFloat("Graphics Settings","CIVILIAN_TURN_SPEED_UP_FACTOR",1.0, 0, 1.0); gGameExternalOptions.gfUseExternalLoadscreens = iniReader.ReadBoolean("Graphics Settings","USE_EXTERNALIZED_LOADSCREENS", FALSE); if (!is_networked) gGameExternalOptions.gfUseLoadScreenHints = iniReader.ReadBoolean("Graphics Settings","USE_LOADSCREENHINTS", TRUE); else gGameExternalOptions.gfUseLoadScreenHints = FALSE; if (!is_networked) gGameExternalOptions.ubAdditionalDelayUntilLoadScreenDisposal = iniReader.ReadInteger("Graphics Settings","ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL", 2, 0, 10); else gGameExternalOptions.ubAdditionalDelayUntilLoadScreenDisposal = 0; //tais: enable/disable New Starting Gear Interface (0 = disabled, classic style; 1 = enabled, new 21 item view and up to 5 gearkit selection) gGameExternalOptions.gfUseNewStartingGearInterface = iniReader.ReadBoolean("Graphics Settings","USE_NEW_STARTING_GEAR_INTERFACE", FALSE); // WANNE: Moved to options screen //afp - use a different graphic for bullets? //gGameExternalOptions.gbBulletTracer = iniReader.ReadBoolean("Graphics Settings","ALTERNATE_BULLET_GRAPHICS",FALSE); // Are enemy females restricted to Blackshirts only? gGameExternalOptions.fRestrictFemaleEnemiesExceptElite = iniReader.ReadBoolean("Graphics Settings","RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE",FALSE); // New setting to allow thin progressbar gGameExternalOptions.fSmallSizeProgressbar = iniReader.ReadBoolean("Graphics Settings", "SMALL_SIZE_PB", FALSE); // anv: hide stuff on roof in explored rooms at ground level view (sandbags and other crap) gGameExternalOptions.fHideExploredRoomRoofStructures = iniReader.ReadBoolean("Graphics Settings", "HIDE_EXPLORED_ROOM_ROOF_STRUCTURES", TRUE); //################# Sound Settings ################# gGameExternalOptions.guiWeaponSoundEffectsVolume = iniReader.ReadInteger("Sound Settings","WEAPON_SOUND_EFFECTS_VOLUME", 0, 0, 1000 /*1000 = 10x?*/); gGameExternalOptions.gubMaxPercentNoiseSilencedSound = iniReader.ReadInteger("Sound Settings","MAX_PERCENT_NOISE_SILENCED_SOUND", 35, 0, 100 ); //################# Tactical Interface Settings ################# gGameExternalOptions.gfRevealItems = iniReader.ReadBoolean("Tactical Interface Settings","REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT",TRUE); // Unload weapons & remove attachments gGameExternalOptions.gfShiftFUnloadWeapons = iniReader.ReadBoolean("Tactical Interface Settings","SHIFT_F_UNLOAD_WEAPONS",1); gGameExternalOptions.gfShiftFRemoveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","SHIFT_F_REMOVE_ATTACHMENTS",1); // WDS - Smart goggle switching gGameExternalOptions.smartGoggleSwitch = iniReader.ReadBoolean("Tactical Interface Settings","SMART_GOGGLE_SWAP", FALSE); // HEADROCK HAM 3.5: When enabled, goggle-switching affects every merc in the sector, not just those belonging to the current squad. gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector = iniReader.ReadBoolean("Tactical Interface Settings","GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR", FALSE); // WDS - Automatically flag mines gGameExternalOptions.automaticallyFlagMines = iniReader.ReadBoolean("Tactical Interface Settings","AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED", FALSE); // silversurfer: don't play quote when mine spotted? gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE); // WANNE: Don't stop and talk in turn based when spotting an item gGameExternalOptions.fItemSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","ITEMS_SPOTTED_NO_TALK", FALSE); // Buggler: Exit sector using grid exit in turn based mode? gGameExternalOptions.fGridExitInTurnBased = iniReader.ReadBoolean("Tactical Interface Settings","GRID_EXIT_IN_TURNBASED", TRUE); //DBrot: Stand up after battle? gGameExternalOptions.fStandUpAfterBattle = iniReader.ReadBoolean("Tactical Interface Settings","STAND_UP_AFTER_BATTLE", TRUE); // Tactical militia command gGameExternalOptions.fAllowTacticalMilitiaCommand = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_TACTICAL_MILITIA_COMMAND",0); // Determines where to use the Enhanced Description Box. Turn on/off via in-game options menu. gGameExternalOptions.iEnhancedDescriptionBox = iniReader.ReadInteger("Tactical Interface Settings","USE_ENHANCED_DESCRIPTION_BOX",0, 0, 2); // HEADROCK HAM B2.6/2/1: Toggle new Burst/Auto Targeting Cursors: 0=neither, 1=both, 2=Burst, 3=Auto gGameExternalOptions.ubNewCTHBars = iniReader.ReadInteger("Tactical Interface Settings","USE_NEW_BURST-AUTO_TARGETING_CURSORS", 0, 0, 3); // sevenfm: default autofire bullets gGameExternalOptions.ubSetDefaultAutofireBulletsSMG = iniReader.ReadInteger("Tactical Interface Settings","SET_DEFAULT_AUTOFIRE_BULLETS_SMG", 1, 0, 10); gGameExternalOptions.ubSetDefaultAutofireBulletsAR = iniReader.ReadInteger("Tactical Interface Settings","SET_DEFAULT_AUTOFIRE_BULLETS_AR", 1, 0, 10); gGameExternalOptions.ubSetDefaultAutofireBulletsMG = iniReader.ReadInteger("Tactical Interface Settings","SET_DEFAULT_AUTOFIRE_BULLETS_MG", 1, 0, 10); // HEADROCK HAM B2.7: When turned on, this will give a CTH approximation instead of an exact value, on CTH Bars and "F" key feedback. gGameExternalOptions.fApproximateCTH = iniReader.ReadBoolean("Tactical Interface Settings","INACCURATE_CTH_READOUT", FALSE); // HEADROCK HAM 3.4: This controls the intensity of Hiding the Bullet Count during combat. The higher it is, the more intense the effect. Negative values reduce the effect. gGameExternalOptions.usBulletHideIntensity = iniReader.ReadInteger("Tactical Interface Settings","HIDE_BULLET_COUNT_INTENSITY", 100, 0, 1000); // HEADROCK HAM 3.6: Maximum number of messages displayed in Tactical view gGameExternalOptions.ubMaxMessagesTactical = iniReader.ReadInteger("Tactical Interface Settings","MAXIMUM_MESSAGES_IN_TACTICAL", 6, 1, 36); // Apply a resolution-based limit. if (iResolution >= _640x480 && iResolution < _800x600) gGameExternalOptions.ubMaxMessagesTactical = __max(20, gGameExternalOptions.ubMaxMessagesTactical); else if (iResolution < _1024x768) gGameExternalOptions.ubMaxMessagesTactical = __max(26, gGameExternalOptions.ubMaxMessagesTactical); 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); // Flugente: show health an fatigue bars over currently selected mercs and those we hover our mouse over gGameExternalOptions.ubShowHealthBarsOnHead = iniReader.ReadInteger("Tactical Interface Settings","SHOW_HEALTHBARSOVERHEAD", 1, 0, 3); // sevenfm: show health over enemy gGameExternalOptions.ubShowEnemyHealth = iniReader.ReadInteger("Tactical Interface Settings","SHOW_ENEMY_HEALTH", 1, 0, 6); // sevenfm: show cover indicator gGameExternalOptions.ubShowCoverIndicator = iniReader.ReadInteger("Tactical Interface Settings","SHOW_COVER_INDICATOR", 0, 0, 2); // WANNE: Hide the hit count when enemy gets hit gGameExternalOptions.ubEnemyHitCount = iniReader.ReadInteger("Tactical Interface Settings","ENEMY_HIT_COUNT", 0, 0, 4); // sevenfm: added similar option for player hit count gGameExternalOptions.ubPlayerHitCount = iniReader.ReadInteger("Tactical Interface Settings","PLAYER_HIT_COUNT", 0, 0, 4); gGameExternalOptions.fShowHitInfo = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_HIT_INFO", FALSE); gGameExternalOptions.ubAdditionalNCTHCursorInfo = iniReader.ReadInteger("Tactical Interface Settings","ADDITIONAL_NCTH_CURSOR_INFO", 0, 0, 2); gGameExternalOptions.ubImprovedNCTHCursor = iniReader.ReadInteger("Tactical Interface Settings","IMPROVED_NCTH_CURSOR", 0, 0, 2); // sevenfm: show additional suppression info above soldier gGameExternalOptions.ubShowSuppressionCount = iniReader.ReadInteger("Tactical Interface Settings","SHOW_SUPPRESSION_COUNT", 0, 0, 2); gGameExternalOptions.ubShowShockCount = iniReader.ReadInteger("Tactical Interface Settings","SHOW_SHOCK_COUNT", 0, 0, 2); gGameExternalOptions.ubShowAPCount = iniReader.ReadInteger("Tactical Interface Settings","SHOW_AP_COUNT", 0, 0, 2); gGameExternalOptions.ubShowMoraleCount = iniReader.ReadInteger("Tactical Interface Settings","SHOW_MORALE_COUNT", 0, 0, 2); gGameExternalOptions.ubShowSuppressionUseAsterisks = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_SUPPRESSION_USE_ASTERISK", FALSE); gGameExternalOptions.ubShowSuppressionCountAlt = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_SUPPRESSION_COUNT_ALT", FALSE); gGameExternalOptions.ubShowSuppressionScaleAsterisk = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_SUPPRESSION_SCALE_ASTERISK", FALSE); //################# Tactical Difficulty Settings ################# gGameExternalOptions.iPlayerAPBonus = (INT8) iniReader.ReadInteger("Tactical Difficulty Settings","PLAYER_AP_BONUS",0,__max(-APBPConstants[AP_MINIMUM],-128),127); // Percentage bonus to total enemy CtH on every hit - applies during tactical combat only gGameExternalOptions.sEnemyAdminCtHBonusPercent = iniReader.ReadInteger("Tactical Difficulty Settings", "ADMIN_CTH_BONUS_PERCENT", 0, -100, 500); gGameExternalOptions.sEnemyRegularCtHBonusPercent = iniReader.ReadInteger("Tactical Difficulty Settings", "REGULAR_CTH_BONUS_PERCENT", 0, -100, 500); gGameExternalOptions.sEnemyEliteCtHBonusPercent = iniReader.ReadInteger("Tactical Difficulty Settings", "ELITE_CTH_BONUS_PERCENT", 10, -100, 500); // Enemy equipment quality modifiers gGameExternalOptions.sEnemyAdminEquipmentQualityModifier = iniReader.ReadInteger("Tactical Difficulty Settings", "ADMIN_EQUIPMENT_QUALITY_MODIFIER", 0, -5, 10); gGameExternalOptions.sEnemyRegularEquipmentQualityModifier = iniReader.ReadInteger("Tactical Difficulty Settings", "REGULAR_EQUIPMENT_QUALITY_MODIFIER", 0, -5, 10); gGameExternalOptions.sEnemyEliteEquipmentQualityModifier = iniReader.ReadInteger("Tactical Difficulty Settings", "ELITE_EQUIPMENT_QUALITY_MODIFIER", 0, -5, 10); // Damage the enemy suffer is reduced by this percentage - applies during tactical combat only gGameExternalOptions.sEnemyAdminDamageResistance = iniReader.ReadInteger("Tactical Difficulty Settings", "ADMIN_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.sEnemyRegularDamageResistance = iniReader.ReadInteger("Tactical Difficulty Settings", "REGULAR_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.sEnemyEliteDamageResistance = iniReader.ReadInteger("Tactical Difficulty Settings", "ELITE_DAMAGE_RESISTANCE", 0, -50, 95); // SANDRO - Function to assign traits to enemy soldiers or militia gGameExternalOptions.fAssignTraitsToEnemy = iniReader.ReadBoolean("Tactical Difficulty Settings", "ASSIGN_SKILL_TRAITS_TO_ENEMY", FALSE); gGameExternalOptions.fAssignTraitsToMilitia = iniReader.ReadBoolean("Tactical Difficulty Settings", "ASSIGN_SKILL_TRAITS_TO_MILITIA", FALSE); gGameExternalOptions.bAssignedTraitsRarity = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSIGNED_SKILL_TRAITS_RARITY ", 0, -100, 100); // HEADROCK HAM B2.8: At "1", Militia will drop their equipment similar to enemies, IF killed by non-player character. At "2" they drop whenever killed. gGameExternalOptions.ubMilitiaDropEquipment = iniReader.ReadInteger("Tactical Difficulty Settings","MILITIA_DROP_EQUIPMENT", 0, 0, 2 ); // silversurfer: enable dropping of all items for civilians? gGameExternalOptions.fCiviliansDropAll = iniReader.ReadBoolean("Tactical Difficulty Settings","CIVILIANS_DROP_ALL", FALSE); // HEADROCK HAM B2.7: Change the speed of skill progression. (defaults set to JA2 normal) gGameExternalOptions.usHealthSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","HEALTH_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 ); gGameExternalOptions.usStrengthSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","STRENGTH_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 ); gGameExternalOptions.usDexteritySubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","DEXTERITY_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 ); gGameExternalOptions.usAgilitySubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","AGILITY_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 ); gGameExternalOptions.usWisdomSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","WISDOM_SUBPOINTS_TO_IMPROVE", 50, 1, 1000 ); gGameExternalOptions.usMarksmanshipSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","MARKSMANSHIP_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 ); gGameExternalOptions.usMedicalSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","MEDICAL_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 ); gGameExternalOptions.usMechanicalSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","MECHANICAL_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 ); gGameExternalOptions.usExplosivesSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","EXPLOSIVES_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 ); gGameExternalOptions.usLeadershipSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","LEADERSHIP_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 ); gGameExternalOptions.usLevelSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","LEVEL_SUBPOINTS_TO_IMPROVE", 350, 1, 6500); // Alternate algorithm for choosing equipment level. Mostly disregards soldier's class and puts less emphasis on distance from Sector P3. // SANDRO - moved into the game //gGameExternalOptions.fSlowProgressForEnemyItemsChoice = iniReader.ReadBoolean("Tactical Difficulty Settings", "SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE", TRUE); // The_Bob - real time sneaking code 01/06/09 // Suport disabling real time sneaking via external .ini file // SANDRO - revisited and moved to preferences // gGameExternalOptions.fAllowRealTimeSneak = iniReader.ReadBoolean("Tactical Difficulty Settings","ALLOW_REAL_TIME_SNEAK", FALSE); // Silence the RT sneaking messages gGameExternalOptions.fQuietRealTimeSneak = iniReader.ReadBoolean("Tactical Difficulty Settings","QUIET_REAL_TIME_SNEAK", FALSE); // HEADROCK HAM 3.6: If activated, the game does not switch focus to a merc who spots an enemy in real-time mode. This fixes issues with Real-Time Sneak. gGameExternalOptions.fNoAutoFocusChangeInRealtimeSneak = iniReader.ReadBoolean("Tactical Difficulty Settings","NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK", FALSE); // HEADROCK HAM 3.2: If activated, reinforcements (militia/enemy) arrive in the battle with 0 APs. This makes them less of a diablo-ex-machina. 0 = Diabled. 2 = Enemies. 3 = Militia. 1 = both gGameExternalOptions.ubReinforcementsFirstTurnFreeze = iniReader.ReadInteger("Tactical Difficulty Settings","REINFORCEMENTS_ARRIVE_WITH_ZERO_AP", 0, 0, 3); // HEADROCK HAM 3.6: Militia can now place blue flags when they spot a landmine. gGameExternalOptions.fMilitiaPlaceBlueFlags = iniReader.ReadBoolean("Tactical Difficulty Settings","MILITIA_CAN_PLACE_FLAGS_ON_MINES", FALSE); // HEADROCK HAM 3.6: Non-Combat Bodytypes shouldn't become hostile gGameExternalOptions.fCanTrueCiviliansBecomeHostile = iniReader.ReadBoolean("Tactical Difficulty Settings","CAN_TRUE_CIVILIANS_BECOME_HOSTILE", TRUE); // HEADROCK HAM 3.6: Militia become hostile when attacked. 0 = No. 1 = If killed. 2 = If attacked (JA2 Default) gGameExternalOptions.ubCanMilitiaBecomeHostile = iniReader.ReadInteger("Tactical Difficulty Settings","CAN_MILITIA_BECOME_HOSTILE", 2, 0, 2); // SANDRO - Mercs stronger during autoresolve setting gGameExternalOptions.sMercsAutoresolveOffenseBonus = iniReader.ReadInteger("Tactical Difficulty Settings", "MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS",15, -100, 500); gGameExternalOptions.sMercsAutoresolveDeffenseBonus = iniReader.ReadInteger("Tactical Difficulty Settings", "MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS",30, -100, 500); // WANNE: Added INI file Option for enemy ambushes, so we also have the option to play vanilla ja2 ambush settings // SANDRO - changed this so on any difficulty there is a chance to beambushed. Hoever this chance is calculated differently to not lead to instant load game like before gGameExternalOptions.fEnableChanceOfEnemyAmbushes = iniReader.ReadBoolean("Tactical Difficulty Settings", "ENABLE_CHANCE_OF_ENEMY_AMBUSHES", TRUE); gGameExternalOptions.bChanceModifierEnemyAmbushes = iniReader.ReadInteger("Tactical Difficulty Settings","ENEMY_AMBUSHES_CHANCE_MODIFIER ", 0, -100, 100); gGameExternalOptions.fAmbushSpreadMercs = iniReader.ReadBoolean( "Tactical Difficulty Settings", "AMBUSH_MERCS_SPREAD", TRUE ); gGameExternalOptions.usAmbushSpreadRadiusMercs = iniReader.ReadInteger( "Tactical Difficulty Settings", "AMBUSH_MERCS_SPREAD_RADIUS", 10, 1, 20 ); gGameExternalOptions.uAmbushEnemyEncircle = iniReader.ReadInteger( "Tactical Difficulty Settings", "AMBUSH_ENEMY_ENCIRCLEMENT", 2, 0, 2 ); gGameExternalOptions.usAmbushEnemyEncircleRadius1 = iniReader.ReadInteger( "Tactical Difficulty Settings", "AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1", 15, gGameExternalOptions.usAmbushSpreadRadiusMercs, 50 ); gGameExternalOptions.usAmbushEnemyEncircleRadius2 = iniReader.ReadInteger( "Tactical Difficulty Settings", "AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", 30, gGameExternalOptions.usAmbushEnemyEncircleRadius1, 100 ); // SANDRO - Special NPCs strength increased by percent gGameExternalOptions.usSpecialNPCStronger = iniReader.ReadInteger("Tactical Difficulty Settings", "SPECIAL_NPCS_STRONGER",0, 0, 200); // Flugente: the assassins are disguised initially, so it is harder for the player to detect them gGameExternalOptions.fAssassinsAreDisguised = iniReader.ReadBoolean("Tactical Difficulty Settings", "ASSASSINS_DISGUISED", TRUE); // Flugente: does the queen send out assassins that mix among your militia? gGameExternalOptions.fEnemyAssassins = iniReader.ReadBoolean("Tactical Difficulty Settings", "ENEMY_ASSASSINS", FALSE); gGameExternalOptions.usAssassinMinimumProgress = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_MINIMUM_PROGRESS", 20, 0, 100); gGameExternalOptions.usAssassinMinimumMilitia = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_MINIMUM_MILITIA", 10, 0, 64); gGameExternalOptions.usAssassinPropabilityModifier = iniReader.ReadInteger("Tactical Difficulty Settings", "ASSASSIN_PROPABILITY_MODIFIER", 100, 0, 1000); //################# Tactical Vision Settings ################# // Sight range gGameExternalOptions.ubStraightSightRange = iniReader.ReadInteger("Tactical Vision Settings","BASE_SIGHT_RANGE",14, 5, 100); gGameExternalOptions.ubBrightnessVisionMod[0] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_0", 80, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[1] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_1", 86, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[2] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_2", 93, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[3] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_3", 100, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[4] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_4", 94, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[5] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_5", 88, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[6] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_6", 82, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[7] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_7", 76, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[8] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_8", 70, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[9] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_9", 64, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[10] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_10", 58, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[11] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_11", 51, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[12] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_12", 43, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[13] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_13", 30, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[14] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_14", 17, 1, 100); gGameExternalOptions.ubBrightnessVisionMod[15] = iniReader.ReadInteger("Tactical Vision Settings", "BRIGHTNESS_MOD_15", 9, 1, 100); // Tunnel Vision gGameExternalOptions.gfAllowLimitedVision = iniReader.ReadBoolean("Tactical Vision Settings","ALLOW_TUNNEL_VISION",0); //################# Tactical Tooltip Settings ################# // ShadoWarrior: Tooltip changes (start) gGameExternalOptions.ubSoldierTooltipDetailLevel = (UINT8) iniReader.ReadInteger("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DETAIL_LEVEL", 1, 0, 4); gGameExternalOptions.fEnableDynamicSoldierTooltips = iniReader.ReadBoolean("Tactical Tooltip Settings", "DYNAMIC_SOLDIER_TOOLTIPS", TRUE); gGameExternalOptions.fEnableSoldierTooltipLocation = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_LOCATION", TRUE); gGameExternalOptions.fEnableSoldierTooltipBrightness = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS", TRUE); gGameExternalOptions.fEnableSoldierTooltipRangeToTarget = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET", TRUE); gGameExternalOptions.fEnableSoldierTooltipID = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_ID", TRUE); gGameExternalOptions.fEnableSoldierTooltipOrders = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_ORDERS", TRUE); gGameExternalOptions.fEnableSoldierTooltipAttitude = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_ATTITUDE", TRUE); gGameExternalOptions.fEnableSoldierTooltipActionPoints = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS", TRUE); gGameExternalOptions.fEnableSoldierTooltipHealth = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_HEALTH", TRUE); gGameExternalOptions.fEnableSoldierTooltipEnergy = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_ENERGY", TRUE); gGameExternalOptions.fEnableSoldierTooltipMorale = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_MORALE", TRUE); gGameExternalOptions.fEnableSoldierTooltipShock = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_SHOCK", TRUE); gGameExternalOptions.fEnableSoldierTooltipSuppressionPoints = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION", TRUE); gGameExternalOptions.fEnableSoldierTooltipSuppressionInfo = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO", TRUE); gGameExternalOptions.fEnableSoldierTooltipTraits = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_TRAITS", TRUE); // added by SANDRO gGameExternalOptions.fEnableSoldierTooltipHelmet = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_HELMET", TRUE); gGameExternalOptions.fEnableSoldierTooltipVest = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_VEST", TRUE); gGameExternalOptions.fEnableSoldierTooltipLeggings = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_LEGGINGS", TRUE); gGameExternalOptions.fEnableSoldierTooltipHeadItem1 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1", TRUE); gGameExternalOptions.fEnableSoldierTooltipHeadItem2 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2", TRUE); gGameExternalOptions.fEnableSoldierTooltipWeapon = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_WEAPON", TRUE); gGameExternalOptions.fEnableSoldierTooltipSecondHand = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_OFF_HAND", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot1 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot2 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot3 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot4 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot5 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot6 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6", TRUE); gGameExternalOptions.fEnableSoldierTooltipBigSlot7 = iniReader.ReadBoolean("Tactical Tooltip Settings", "SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7", TRUE); // ShadoWarrior: Tooltip changes (end) //SCORE: Settings for UDT gGameExternalOptions.gfAllowUDTRange = iniReader.ReadBoolean("Tactical Tooltip Settings","ALLOW_DYNAMIC_TOOLTIP_RANGE",0); gGameExternalOptions.ubUDTModifier = (UINT8) iniReader.ReadInteger("Tactical Tooltip Settings", "DYNAMIC_TOOLTIP_RANGE_MODIFIER", 50); gGameExternalOptions.gfAllowUDTDetail = iniReader.ReadBoolean("Tactical Tooltip Settings","ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL",0); //################# Tactical Gameplay Settings ################## gGameExternalOptions.fAllowWalkingWithWeaponRaised = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_WALKING_WITH_WEAPON_RAISED", TRUE); // SANDRO - Alternative weapon holding (rifles fired from hip / pistols fired one-handed) gGameExternalOptions.ubAllowAlternativeWeaponHolding = iniReader.ReadInteger("Tactical Gameplay Settings","ALLOW_ALTERNATIVE_WEAPON_HOLDING", 3, 0, 3); gGameExternalOptions.ubToAltWeaponHoldReadyAPsPerc = iniReader.ReadInteger("Tactical Gameplay Settings","RAISE_TO_ALTWEAPHOLD_READY_APS_PERC", 25, 0, 100); gGameExternalOptions.ubFromAltWeaponHoldReadyAPsPerc = iniReader.ReadInteger("Tactical Gameplay Settings","RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE", 75, 0, 100); gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus = iniReader.ReadInteger("Tactical Gameplay Settings","FASTER_SHOT_FROM_ALTWEAPHOLD_PERC", 10, 0, 90); gGameExternalOptions.ubAltWeaponHoldingCtHPenaly = iniReader.ReadInteger("Tactical Gameplay Settings","CTH_PENALTY_FROM_ALTWEAPHOLD", 30, 0, 90); gGameExternalOptions.ubAltWeaponHoldingAimingPenaly = iniReader.ReadInteger("Tactical Gameplay Settings","AIMING_PENALY_FROM_ALTWEAPHOLD", 30, 0, 90); gGameExternalOptions.ubAltWeaponHoldingAimLevelsReduced = iniReader.ReadInteger("Tactical Gameplay Settings","AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD", 50, 0, 90); // Sandro: Energy cost on weapon manipulation gGameExternalOptions.ubEnergyCostForWeaponWeight = iniReader.ReadInteger("Tactical Gameplay Settings","ENERGY_COST_FOR_WEAPON_WEIGHT", 100, 0, 250); gGameExternalOptions.ubEnergyCostForWeaponRecoilKick = iniReader.ReadInteger("Tactical Gameplay Settings","ENERGY_COST_FOR_WEAPON_RECOIL_KICK", 100, 0, 250); gGameExternalOptions.fWeaponResting = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING",TRUE); gGameExternalOptions.fDisplayWeaponRestingIndicator = iniReader.ReadBoolean("Tactical Gameplay Settings","WEAPON_RESTING_DISPLAY",TRUE); gGameExternalOptions.ubProneModifierPercentage = iniReader.ReadInteger("Tactical Gameplay Settings","WEAPON_RESTING_PRONE_BONI_PERCENTAGE", 50, 0, 100); gGameExternalOptions.fScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","USE_SCOPE_MODES", FALSE); gGameExternalOptions.fDisplayScopeModes = iniReader.ReadBoolean("Tactical Gameplay Settings","DISPLAY_SCOPE_MODES", FALSE); gGameExternalOptions.usSpotterPreparationTurns = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_PREPARATIONTURNS", 2, 2, 10); gGameExternalOptions.usSpotterRange = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_RANGE", 10, 0, 30); gGameExternalOptions.usSpotterMaxCTHBoost = iniReader.ReadInteger("Tactical Gameplay Settings","SPOTTER_MAX_CTHBOOST", 50, 0, 100); gGameExternalOptions.ubExternalFeeding = iniReader.ReadInteger("Tactical Gameplay Settings","EXTERNAL_FEEDING", 2, 0, 2); // 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 ); // HEADROCK HAM B1: Set minimum and maximum CTH gGameExternalOptions.ubMaximumCTH = iniReader.ReadInteger("Tactical Gameplay Settings","MAXIMUM_POSSIBLE_CTH", 99, 1, 100); gGameExternalOptions.ubMinimumCTH = iniReader.ReadInteger("Tactical Gameplay Settings","MINIMUM_POSSIBLE_CTH", 1, 0, 99); // HEADROCK HAM B1: Set minimum CTH at fraction between 0 and 1 ( MINCTH = 1/(100*divisor) ) Note Minimum above must be 0. gGameExternalOptions.usMinimumCTHDivisor = iniReader.ReadInteger("Tactical Gameplay Settings","MINIMUM_CTH_DIVISOR", 100, 1, 250); // HEADROCK HAM B2.5: Turn on Realistic Tracers. 0 = off (regular tracers). 1 = Fully realistic tracers. 2 = Tracer Bump + 1.13 Autofire Penalty Reduction gGameExternalOptions.ubRealisticTracers = iniReader.ReadInteger("Tactical Gameplay Settings","REALISTIC_TRACERS", 0, 0, 2); // HEADROCK HAM B2.5: Realistic tracers - one of every X bullets in a tracer magazines will be a tracer bullet. 0 = off (JA2 normal) gGameExternalOptions.ubNumBulletsPerTracer = __max(iniReader.ReadInteger("Tactical Gameplay Settings","NUM_BULLETS_PER_TRACER", 5, 1, 255),1); // HEADROCK HAM B2.5: Realistic tracers - CTH increased by this amount whenever a tracer is fired. 0 = off. gGameExternalOptions.ubCTHBumpPerTracer = iniReader.ReadInteger("Tactical Gameplay Settings","CTH_BUMP_PER_TRACER", 30, 0, 100 ); // CHRISL: Exeternalize the minimum range at which tracers can improve autofire hit chance gGameExternalOptions.ubMinRangeTracerEffect = iniReader.ReadInteger("Tactical Gameplay Settings","MIN_RANGE_FOR_TRACER", 10); // HEADROCK HAM 3.5: Limit bonus from tracers based on range to target. This is a multiplier factor - higher means harder to aim with tracers. gGameExternalOptions.ubRangeDifficultyAimingWithTracers = iniReader.ReadInteger("Tactical Gameplay Settings","RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS", 3, 1, 10); // HEADROCK HAM B2.6: Increased aiming costs? gGameExternalOptions.fIncreasedAimingCost = iniReader.ReadBoolean("Tactical Gameplay Settings","INCREASE_AIMING_COSTS", FALSE); // CHRISL: Converts the AutoFireToHitBonus value to a percentage for CTH calculations gGameExternalOptions.ubFlatAFTHBtoPrecentMultiplier = iniReader.ReadInteger("Tactical Gameplay Settings","AUTOFIRE_TOHIT_BONUS_MULTIPLIER", 0, 0, 10); // HEADROCK HAM 3.1: Divisor for the AP-to-Ready cost charge on first aiming click, when extra aiming costs are enabled. 0 = No ready-time-based charge. gGameExternalOptions.ubFirstAimReadyCostDivisor = iniReader.ReadInteger("Tactical Gameplay Settings","FIRST_AIM_READY_COST_DIVISOR", 0, 0, 255); // SANDRO - moved this here from preferences and renamed to actually match its effect gGameExternalOptions.fAimLevelRestriction = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_EXTRA_AIM_LEVELS", TRUE); // HEADROCK HAM B2.6: Dynamically determine Max-Aiming based also on weapon, bipod, etc? gGameExternalOptions.fDynamicAimingTime = iniReader.ReadBoolean("Tactical Gameplay Settings","DYNAMIC_AIMING_LIMITS", FALSE); // allow old behaviour gGameExternalOptions.fAimLevelsDependOnDistance = iniReader.ReadBoolean("Tactical Gameplay Settings", "AIM_LEVELS_DEPEND_ON_DISTANCE", TRUE); gGameExternalOptions.iAimLevelsCompatibilityOption = iniReader.ReadInteger("Tactical Gameplay Settings", "AIM_LEVELS_COMPATIBILITY_OPTION", 0, -10000, 10000); //WarmSteel - These determine in which group each scope belongs. Needed for dynamic aiming limits. gGameExternalOptions.sVeryHighPowerScope = iniReader.ReadInteger("Tactical Gameplay Settings","VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD", 18, 0, 255); gGameExternalOptions.sHighPowerScope = iniReader.ReadInteger("Tactical Gameplay Settings","HIGH_POWER_SCOPE_AIM_THRESHOLD", 13, 0, 255); gGameExternalOptions.sMediumPowerScope = iniReader.ReadInteger("Tactical Gameplay Settings","MEDIUM_POWER_SCOPE_AIM_THRESHOLD", 8, 0, 255); //CHRISL: AI Sniper fields gGameExternalOptions.fAISniperElite = iniReader.ReadBoolean("Tactical Gameplay Settings", "AI_SNIPER_RESTRICT_TO_ELITE", TRUE); gGameExternalOptions.fAISniperRange = iniReader.ReadInteger("Tactical Gameplay Settings","AI_SNIPER_MIN_RANGE ", 40, 0, 1000); gGameExternalOptions.fAISniperChance = iniReader.ReadInteger("Tactical Gameplay Settings","AI_SNIPER_CHANCE ", 30, 0, 100); gGameExternalOptions.fAISniperChanceWithSR = iniReader.ReadInteger("Tactical Gameplay Settings","AI_SNIPER_CHANCE_WITH_SR ", 80, 0, 100); // HEADROCK HAM B2.6: Controls how much effect target movement has on aiming gGameExternalOptions.iMovementEffectOnAiming = (float)iniReader.ReadDouble("Tactical Gameplay Settings","CTH_PENALTY_FOR_TARGET_MOVEMENT", 1.5, 0.0, 255.0); // HEADROCK HAM 3.3: Externalized maximum possible penalty for hitting a moving target. JA2 Default = 30. gGameExternalOptions.usMaxCTHPenaltyForMovingTarget = iniReader.ReadInteger("Tactical Gameplay Settings","MAX_CTH_PENALTY_FOR_MOVING_TARGET", 30, 0, 300); // HEADROCK HAM 3.2: Critical Headshots may cause blindness. Rolls 1 to X change of being blinded. 0 = disabled. gGameExternalOptions.ubChanceBlindedByHeadshot = iniReader.ReadInteger("Tactical Gameplay Settings","CHANCE_BLINDED_BY_HEADSHOT", 0, 0, 100); // HEADROCK HAM 3.2: Critical Legshots cause additional AP loss gGameExternalOptions.fCriticalLegshotCausesAPLoss = iniReader.ReadBoolean("Tactical Gameplay Settings","CRITICAL_LEGSHOT_CAUSES_AP_LOSS", FALSE); //legion by Jazz gGameExternalOptions.fCanJumpThroughWindows = iniReader.ReadBoolean("Tactical Gameplay Settings","CAN_JUMP_THROUGH_WINDOWS", FALSE); gGameExternalOptions.fCanJumpThroughClosedWindows = iniReader.ReadBoolean("Tactical Gameplay Settings","CAN_JUMP_THROUGH_CLOSED_WINDOWS", TRUE); gGameExternalOptions.fCanClimbOnWalls = iniReader.ReadBoolean("Tactical Gameplay Settings","CAN_CLIMB_ON_WALLS", FALSE); //JMich.BackpackClimb gGameExternalOptions.sBackpackWeightToClimb = iniReader.ReadInteger("Tactical Gameplay Settings", "MAX_BACKPACK_WEIGHT_TO_CLIMB", -1); gGameExternalOptions.fUseGlobalBackpackSettings = iniReader.ReadBoolean("Tactical Gameplay Settings", "USE_GLOBAL_BACKPACK_SETTINGS", TRUE); // sevenfm gGameExternalOptions.fShowEnemyWeapon = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_WEAPON", FALSE); gGameExternalOptions.fShowEnemyExtendedInfo = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_EXTENDED_INFO", FALSE); gGameExternalOptions.fShowEnemyAwareness = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_AWARENESS", FALSE); //legion by Jazz gGameExternalOptions.fIndividualHiddenPersonNames = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_HIDDEN_PERSON_NAMES", FALSE); // Flugente gGameExternalOptions.fKnownNPCsUseDifferentColour = iniReader.ReadBoolean("Tactical Gameplay Settings", "KNOWN_NPCS_DIFFERENT_MAPCOLOUR", FALSE ); //Enemy Names by Jazz gGameExternalOptions.fEnemyNames = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_ENEMY_NAMES",FALSE); //Civ Names by Jazz gGameExternalOptions.fCivGroupName = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_CIVILIAN_NAMES",FALSE); //Enemy Rank by Jazz gGameExternalOptions.fEnemyRank = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_ENEMY_RANK",FALSE); // sevenfm: show enemy rank as icon gGameExternalOptions.ubShowEnemyRankIcon = iniReader.ReadInteger("Tactical Gameplay Settings","SHOW_ENEMY_RANK_ICON", 0, 0, 2); // Flugente: soldier profiles if (!is_networked) gGameExternalOptions.fSoldierProfiles_Enemy = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIER_PROFILES_ENEMY", TRUE); else gGameExternalOptions.fSoldierProfiles_Enemy = FALSE; if (!is_networked) gGameExternalOptions.fSoldierProfiles_Militia = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIER_PROFILES_MILITIA", TRUE); else gGameExternalOptions.fSoldierProfiles_Militia = FALSE; gGameExternalOptions.fAllowDrivingVehiclesInTactical = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_DRIVING_VEHICLES_IN_TACTICAL", TRUE); gGameExternalOptions.fAllowCarsDrivingOverPeople = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_CARS_DRIVING_OVER_PEOPLE", TRUE); gGameExternalOptions.fAllowTanksDrivingOverPeople = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_TANKS_DRIVING_OVER_PEOPLE", TRUE); gGameExternalOptions.ubCarsRammingMaxStructureArmour = iniReader.ReadInteger("Tactical Gameplay Settings","CARS_RAMMING_MAX_STRUCTURE_ARMOUR", 30, 0, 255); gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour = iniReader.ReadInteger( "Tactical Gameplay Settings", "ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", 38, 0, 255 ); gGameExternalOptions.ubTanksRammingMaxStructureArmour = iniReader.ReadInteger("Tactical Gameplay Settings","TANKS_RAMMING_MAX_STRUCTURE_ARMOUR", 70, 0, 255); gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE", 3, 0, 3); gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale = iniReader.ReadInteger("Tactical Gameplay Settings","AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE", 100, 0, 200); gGameExternalOptions.fEnemyTanksCanMoveInTactical = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMY_TANKS_CAN_MOVE_IN_TACTICAL", FALSE); gGameExternalOptions.fEnemyTanksDontSpareShells = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMY_TANKS_DONT_SPARE_SHELLS", TRUE); gGameExternalOptions.fEnemyTanksBlowObstaclesUp = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMY_TANKS_BLOW_OBSTACLES_UP", TRUE); gGameExternalOptions.fEnemyTanksAnyPartVisible = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMY_TANKS_ANY_PART_VISIBLE", FALSE); gGameExternalOptions.fEnemiesDontSpareLaunchables = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMIES_DONT_SPARE_LAUNCHABLES", TRUE); gGameExternalOptions.fEnemiesBlowObstaclesUp = iniReader.ReadBoolean("Tactical Gameplay Settings","ENEMIES_BLOW_OBSTACLES_UP", FALSE); // SANDRO - Improved camo applying and camo can be removed gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE); gGameExternalOptions.bCamoKitArea = iniReader.ReadInteger("Tactical Gameplay Settings", "CAMO_KIT_USABLE_AREA", 5, 0, 100); // SANDRO - Enhanced close combat system 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); //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) //gGameOptions.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); gGameExternalOptions.fNoEnemyAutoReadyWeapon = iniReader.ReadInteger("Tactical Gameplay Settings", "NO_ENEMY_AUTOMATIC_WEAPON_READYING", 1, 0, 2); // enable schedules and decision making for any named npc regardless of their team gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE); gGameExternalOptions.fAccessOtherMercInventories = iniReader.ReadBoolean("Tactical Gameplay Settings","ACCESS_OTHER_MERC_INVENTORIES", TRUE); gGameExternalOptions.fBackPackWeightLowersAP = iniReader.ReadBoolean("Tactical Gameplay Settings","BACKPACKWEIGHT_LOWERS_AP", TRUE); gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE); // sevenfm: new mouse commands gGameExternalOptions.bAlternateMouseCommands = iniReader.ReadBoolean("Tactical Interface Settings", "ALTERNATE_MOUSE_COMMANDS", FALSE); gGameExternalOptions.iQuickItem1 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_1", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem2 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_2", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem3 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_3", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem4 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_4", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem5 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_5", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem6 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_6", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem7 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_7", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem8 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_8", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem9 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_9", 0, -100, MAXITEMS); gGameExternalOptions.iQuickItem0 = iniReader.ReadInteger("Tactical Interface Settings", "QUICK_ITEM_0", 0, -100, MAXITEMS); // Alternative system for aiming - progressive method depending on marksmanship of Merc gGameExternalOptions.bAltAimEnabled = iniReader.ReadBoolean("Tactical Interface Settings","ALT_AIMING_ENABLED",FALSE); // Use aimed burst gGameExternalOptions.bAimedBurstEnabled = iniReader.ReadBoolean("Tactical Interface Settings","USE_AIMED_BURST",FALSE); // Penalty for aimed burst 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); // Gun supressor can deterioration gGameExternalOptions.bAllowWearSuppressor = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_WEAR_SUPPRESSOR",FALSE); // Civils don't make too much actions (for faster civils turn) gGameExternalOptions.bLazyCivilians = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_LAZY_CIVILIANS",FALSE); // Neutral civilians can detect and avoid player's mines gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE); // Add smoke after regular explosions gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE); // Attachments now can explode gGameExternalOptions.bAllowExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_EXPLOSIVE_ATTACHMENTS",FALSE); // , and add special bonuses to explosion gGameExternalOptions.bAllowSpecialExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS",FALSE); // Chance to Say Annoying Phrase (you can just turn of it by button in game) gGameExternalOptions.iChanceSayAnnoyingPhrase = iniReader.ReadInteger("Tactical Interface Settings","CHANCE_SAY_ANNOYING_PHRASE",100); // New enemy AI for night battles gGameExternalOptions.bNewTacticalAIBehavior = iniReader.ReadBoolean("Tactical Interface Settings","NEW_AI_TACTICAL",FALSE); // sevenfm: AI tweaks and improvements gGameExternalOptions.fAIExtraSuppression = iniReader.ReadBoolean("Tactical Interface Settings","AI_EXTRA_SUPPRESSION",FALSE); gGameExternalOptions.fAINewMorale = iniReader.ReadBoolean("Tactical Interface Settings","AI_NEW_MORALE",FALSE); gGameExternalOptions.fAIBetterCover = iniReader.ReadBoolean("Tactical Interface Settings","AI_BETTER_COVER",FALSE); // Heahshot penalty gGameExternalOptions.uShotHeadPenalty = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_PENALTY",3,0,100); // Modifer of damage for HEADSHOT gGameExternalOptions.fShotHeadMultiplier = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_MULTIPLIER",2,1,10); // Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc) gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255); if (!is_networked) // Flugente: in turnbased combat, do not adjust animation after arriving at target location gGameExternalOptions.fNoStandingAnimAdjustInCombat = iniReader.ReadBoolean("Tactical Interface Settings","NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT", TRUE); else // WANNE: This makes problem for the AI soldiers on the pure client, so why is is set to false gGameExternalOptions.fNoStandingAnimAdjustInCombat = FALSE; //Inventory AP Weight Divisor gGameExternalOptions.uWeightDivisor = iniReader.ReadFloat("Tactical Interface Settings","INV_AP_WEIGHT_DIVISOR",5,0,100); // CtH/2 if the target are out of gun range or invisible for this merc gGameExternalOptions.fOutOfGunRangeOrSight = iniReader.ReadFloat("Tactical Interface Settings","OUT_OF_SIGHT_OR_GUN_RANGE",2,1,100); // anv: automatically return to team panel on turn end (better situation overview during enemy turn) gGameExternalOptions.fAutoCollapseInventoryOnTurnEnd = iniReader.ReadBoolean("Tactical Interface Settings","AUTO_COLLAPSE_INVENTORY_ON_TURN_END", TRUE); // anv: vehicle interface options gGameExternalOptions.fAddPassengerToAnySquad = iniReader.ReadBoolean("Tactical Interface Settings","ADD_PASSENGER_TO_ANY_SQUAD", TRUE); gGameExternalOptions.fPassengerLeavingSwitchToNewSquad = iniReader.ReadBoolean("Tactical Interface Settings","PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD", FALSE); //################# Tactical Enemy Role Settings ################## // Flugente: enemy roles gGameExternalOptions.fEnemyRoles = iniReader.ReadBoolean("Tactical Enemy Role Settings", "ENEMYROLES", TRUE); gGameExternalOptions.usTurnsToUncover = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMYROLES_TURNSTOUNCOVER", 4, 0, 20); gGameExternalOptions.fEnemyMedics = iniReader.ReadBoolean("Tactical Enemy Role Settings", "ENEMY_MEDICS", TRUE); gGameExternalOptions.dEnemyMedicMedKitDrainFactor = iniReader.ReadFloat ("Tactical Enemy Role Settings", "ENEMY_MEDICS_MEDKITDRAINFACTOR", 0.1f, 0.01f, 1.0f); gGameExternalOptions.sEnemyMedicsSearchRadius = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMY_MEDICS_SEARCHRADIUS", 40, 5, 60); gGameExternalOptions.sEnemyMedicsWoundMinAmount = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMY_MEDICS_WOUND_MINAMOUNT", 5000, 0, 50000); gGameExternalOptions.fEnemyMedicsHealSelf = iniReader.ReadBoolean("Tactical Enemy Role Settings", "ENEMY_MEDICS_HEAL_SELF", TRUE); gGameExternalOptions.fEnemyOfficers = iniReader.ReadBoolean("Tactical Enemy Role Settings", "ENEMY_OFFICERS", TRUE); gGameExternalOptions.usEnemyOfficersPerTeamSize = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMY_OFFICERS_REQUIREDTEAMSIZE", 10, 1, 64); gGameExternalOptions.usEnemyOfficersMax = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMY_OFFICERS_MAX", 4, 1, 10); gGameExternalOptions.sEnemyOfficerSuppressionResistanceBonus = iniReader.ReadInteger("Tactical Enemy Role Settings", "ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS", 10, 0, 50); gGameExternalOptions.dEnemyOfficerMoraleModifier = iniReader.ReadFloat ("Tactical Enemy Role Settings", "ENEMY_OFFICERS_MORALE_MODIFIER", 0.1f, 0.00f, 1.0f); gGameExternalOptions.dEnemyOfficerSurrenderStrengthBonus = iniReader.ReadFloat ("Tactical Enemy Role Settings", "ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", 0.1f, 0.00f, 1.0f); gGameExternalOptions.fEnemyGenerals = iniReader.ReadBoolean( "Tactical Enemy Role Settings", "ENEMY_GENERALS", TRUE ); gGameExternalOptions.usEnemyGeneralsNumber = iniReader.ReadInteger( "Tactical Enemy Role Settings", "ENEMY_GENERALS_NUMBER", 5, 1, 10 ); gGameExternalOptions.usEnemyGeneralsBodyGuardsNumber = iniReader.ReadInteger( "Tactical Enemy Role Settings", "ENEMY_GENERALS_BODYGUARDS_NUMBER", 4, 0, 10 ); gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus = iniReader.ReadFloat( "Tactical Enemy Role Settings", "ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS", 0.05f, 0.00f, 0.1f ); gGameExternalOptions.fEnemyGeneralStrategicMovementSpeedBonus = iniReader.ReadFloat( "Tactical Enemy Role Settings", "ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", 0.03f, 0.00f, 0.1f ); //################# Tactical Cover System Settings ################## // CPT: Cover System Settings gGameExternalOptions.ubStealthTraitCoverValue = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_STEALTH_TRAIT_VALUE", 15, 0, 100); gGameExternalOptions.ubStealthEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_STEALTH_EFFECTIVENESS", 50, 0, 100); gGameExternalOptions.ubCamouflageEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS", 50, 0, 100); gGameExternalOptions.ubStanceEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_STANCE_EFFECTIVENESS", 10, 0, 100); gGameExternalOptions.ubLBEEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_LBE_EFFECTIVENESS", 20, 0, 100); gGameExternalOptions.ubMovementEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_MOVEMENT_EFFECTIVENESS", 20, 0, 100); gGameExternalOptions.ubTreeCoverEffectiveness = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_TREE_EFFECTIVENESS", 20, 0, 100); gGameExternalOptions.ubCoverDisplayUpdateWait = iniReader.ReadInteger("Tactical Cover System Settings", "COVER_SYSTEM_UPDATE_DELAY", 500, -1, 10000); // anv: detailed tileset terrain types gGameExternalOptions.fAdditionalTileProperties = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES", TRUE ); // static shadows decrease brightness gGameExternalOptions.fStaticShadowsDecreaseBrightness = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS", FALSE ); // camo affinities will be used as caps not multipliers (suggested by mmm) - it will be possible to achieve perfect camo on mixed terrain using mixed camo types gGameExternalOptions.fAlternateMultiTerrainCamoCalculation = iniReader.ReadBoolean("Tactical Cover System Settings", "COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION", TRUE ); // cover tooltip ("f") will display detailed properties and their values gGameExternalOptions.fCoverTooltipDetailedTileProperties = iniReader.ReadBoolean("Tactical Cover System Settings","COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES", TRUE); //################# Tactical Suppression Fire Settings ################## // These settings control the behavior of Suppression Fire, its severity, and its side-effects. // HEADROCK HAM B2.1: This controls how effective suppression is, by increasing the number of ubSuppressionPoints accumulated by combatants (percentage); gGameExternalOptions.sSuppressionEffectiveness = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_EFFECTIVENESS", 0, 0, 1000); // Min/max Suppression Tolerance values. Maximum system limit is 24! gGameExternalOptions.ubSuppressionToleranceMax = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_TOLERANCE_MAX", 18, 1, 24); gGameExternalOptions.ubSuppressionToleranceMin = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_TOLERANCE_MIN", 1, 0, 24); // Flugente: suppression effectiveness modifiers for teams gGameExternalOptions.usSuppressionEffectivenessPlayer = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_EFFECTIVENESS_PLAYER", 100, 0, 1000); gGameExternalOptions.usSuppressionEffectivenessAI = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_EFFECTIVENESS_AI", 100, 0, 1000); // HEADROCK HAM 3.2: This feature allows the status, leadership and experience of nearby friendlies help/hinder a character's tolerance, based on their distance from him. gGameExternalOptions.fFriendliesAffectTolerance = iniReader.ReadBoolean("Tactical Suppression Fire Settings","NEARBY_FRIENDLIES_AFFECT_TOLERANCE", FALSE); // HEADROCK HAM 3.3: Increases tolerance while moving. gGameExternalOptions.ubTilesMovedPerBonusTolerancePoint = iniReader.ReadInteger("Tactical Suppression Fire Settings","TILES_MOVED_PER_BONUS_TOLERANCE_POINT", 5, 0, 20); // HEADROCK HAM B2: Suppression Shock effectiveness (percentage, 100 = "normal", 0 = deactivated. Range 0-65535) gGameExternalOptions.usSuppressionShockEffect = iniReader.ReadInteger("Tactical Suppression Fire Settings","SUPPRESSION_SHOCK_INTENSITY", 100, 0, 1000); // HEADROCK HAM B2.6: Adjustable maximum for Suppression Shock effect. This has the added effect of reducing overall susceptibility to shock and may render some enemies unshockable. gGameExternalOptions.ubMaxSuppressionShock = iniReader.ReadInteger("Tactical Suppression Fire Settings","MAX_SUPPRESSION_SHOCK", 30, 0, 200 ); // HEADROCK HAM B2.1: CTH penalty given by a "Cowering" target to any enemy shooter. gGameExternalOptions.ubAimPenaltyPerTargetShock = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_PER_TARGET_SHOCK", 5, 0, 100 ); // HEADROCK HAM B2.8: Absolute maximum CTH penalty from target's shock value. gGameExternalOptions.usMaxShooterCoweringPenalty = iniReader.ReadInteger("Tactical Suppression Fire Settings","MAX_CTH_PENALTY_FROM_SHOCK", 0, 0, 250 ); // HEADROCK HAM B2.8: These are new cowering penalty divisors that help us determine how effective cowering is in different stances and when the shooter is targetting different bodyparts gGameExternalOptions.ubCoweringPenaltyDivisorProne = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET", 1, 1, 100 ); gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedHead = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD", 3, 1, 100); gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedTorso = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO", 4, 1, 100); gGameExternalOptions.ubCoweringPenaltyDivisorCrouchedLegs = iniReader.ReadInteger("Tactical Suppression Fire Settings","CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS_DIVISOR", 5, 1, 100); // HEADROCK HAM B2.8: This is the maximum range at which a target gives out the full CTH penalty for cowering. At lower range, it'll give proportionally less penalty. gGameExternalOptions.usMinRangeForFullCoweringPenalty = iniReader.ReadInteger("Tactical Suppression Fire Settings","MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY", 300, 10, 10000 ); gGameExternalOptions.usMaxTargetCoweringPenalty = iniReader.ReadInteger("Tactical Suppression Fire Settings","MAX_CTH_PENALTY_FOR_TARGET_SHOCK", 0, 0, 250 ); // HEADROCK HAM 3.2: This enabled reduced sight for cowering characters. 0 = disabled. 2 = Reduced Sightrange. 3 = Tunnel-vision. 1 = Both. gGameExternalOptions.ubCoweringReducesSightRange = iniReader.ReadInteger("Tactical Suppression Fire Settings","SHOCK_REDUCES_SIGHTRANGE", 0, 0, 3); // HEADROCK HAM B2.3: A "cowering" soldier is twice as susceptible to suppression. gGameExternalOptions.ubCowerEffectOnSuppression = iniReader.ReadInteger("Tactical Suppression Fire Settings","COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE", 4, 0, 24 ); // CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression gGameExternalOptions.ubAISuppressionMinimumMagSize = iniReader.ReadInteger("Tactical Suppression Fire Settings","AI_SUPPRESS_MIN_MAG_SIZE", 30, 0, 1000); gGameExternalOptions.ubAISuppressionMinimumAmmo = iniReader.ReadInteger("Tactical Suppression Fire Settings","AI_SUPPRESS_MIN_AMMO_REMAINING", 20, 0, 1000); // HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts. gGameExternalOptions.usExplosionSuppressionEffect = iniReader.ReadInteger("Tactical Suppression Fire Settings","EXPLOSIVE_SUPPRESSION_EFFECTIVENESS", 100, 0, 1000); // HEADROCK HAM 3.1: This is a suppression tool that not everyone will like. It gives an on-screen message when any character has been suppressed so much he's lost his next turn completely! gGameExternalOptions.fShowSuppressionShutdown = iniReader.ReadBoolean("Tactical Suppression Fire Settings","NOTIFY_WHEN_PINNED_DOWN", FALSE); // HEADROCK HAM 3.3: Minimum distance (in METERS) at which character suffer from friendly suppression. gGameExternalOptions.usMinDistanceFriendlySuppression = iniReader.ReadInteger("Tactical Suppression Fire Settings","MIN_DISTANCE_FRIENDLY_SUPPRESSION", 30, 0, 65000); //################# Tactical Weather Settings ################## gGameExternalOptions.ubVisDistDecreasePerRainIntensity = iniReader.ReadInteger("Tactical Weather Settings","VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY",30, 0, 100); // Rain settings gGameExternalOptions.gfAllowRain = iniReader.ReadBoolean("Tactical Weather Settings","ALLOW_RAIN",0); gGameExternalOptions.gusRainChancePerDay = iniReader.ReadInteger("Tactical Weather Settings","RAIN_CHANCE_PER_DAY",100, 0, 100); gGameExternalOptions.gusRainMinLength = iniReader.ReadInteger("Tactical Weather Settings","RAIN_MIN_LENGTH_IN_MINUTES",60, 1, 1438 /* 24 hrs - 2 minutes */); gGameExternalOptions.gusRainMaxLength = iniReader.ReadInteger("Tactical Weather Settings","RAIN_MAX_LENGTH_IN_MINUTES",300, gGameExternalOptions.gusRainMinLength+1, 1439); gGameExternalOptions.guiMaxRainDrops = iniReader.ReadInteger("Tactical Weather Settings","MAX_RAIN_DROPS",80, 1, 800); gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity = iniReader.ReadInteger("Tactical Weather Settings","WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY",0, 0, 10); gGameExternalOptions.ubBreathGainReductionPerRainIntensity = iniReader.ReadDouble("Tactical Weather Settings","BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY",25, 1, 100); // Thunder settings gGameExternalOptions.gfAllowLightning = iniReader.ReadBoolean("Tactical Weather Settings","ALLOW_LIGHTNING",TRUE); gGameExternalOptions.guiMinLightningInterval = iniReader.ReadInteger("Tactical Weather Settings","MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",5, 1, 100); gGameExternalOptions.guiMaxLightningInterval = iniReader.ReadInteger("Tactical Weather Settings","MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS",15, 2, 600); gGameExternalOptions.guiMinDLInterval = iniReader.ReadInteger("Tactical Weather Settings","MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS",1, 1, 100); gGameExternalOptions.guiMaxDLInterval = iniReader.ReadInteger("Tactical Weather Settings","MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS",5, 2, 600); gGameExternalOptions.guiProlongLightningIfSeenSomeone = iniReader.ReadInteger("Tactical Weather Settings","DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED",5, 1, 60); gGameExternalOptions.guiChanceToDoLightningBetweenTurns = iniReader.ReadInteger("Tactical Weather Settings","CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS",35, 0, 100); //################# Tactical Weapon Overheating Settings ################## // Flugente: These settings control the behavior of Weapon Overheating, its severity, and its display. gGameExternalOptions.fWeaponOverheating = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING",FALSE); gGameExternalOptions.fDisplayOverheatThermometer = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER",TRUE); gGameExternalOptions.fDisplayOverheatJamPercentage = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_JAMPERCENTAGE",TRUE); gGameExternalOptions.ubOverheatThermometerRedOffset = iniReader.ReadInteger("Tactical Weapon Overheating Settings","OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET", 100, 0, 255); gGameExternalOptions.iCooldownModificatorLonelyBarrel = iniReader.ReadFloat ("Tactical Weapon Overheating Settings","OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", 1.15f, 1.0f, 10.0f); //################# Tactical Zombie Settings ################## gGameExternalOptions.sZombieRiseBehaviour = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_RISE_BEHAVIOUR", 0, 0, 3); gGameExternalOptions.fZombieSpawnWaves = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_SPAWN_WAVES", FALSE); gGameExternalOptions.sZombieRiseWaveFrequency = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_RISE_WAVE_FREQUENCY", 30, 0, 100); gGameExternalOptions.fZombieCanClimb = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_CAN_CLIMB", TRUE); gGameExternalOptions.fZombieCanJumpWindows = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_CAN_JUMP_WINDOWS", TRUE); gGameExternalOptions.fZombieExplodingCivs = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_EXPLODING_CIVS", FALSE); gGameExternalOptions.sEnemyZombieDamageResistance = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.sEnemyZombieBreathDamageResistance = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_BREATH_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.fZombieOnlyHeadshotsWork = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_ONLY_HEADSHOTS_WORK", FALSE); gGameExternalOptions.sZombieDifficultyLevel = iniReader.ReadInteger("Tactical Zombie Settings", "ZOMBIE_DIFFICULTY_LEVEL", 2, 1, 4); gGameExternalOptions.fZombieRiseWithArmour = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_RISE_WITH_ARMOUR", TRUE); gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill = iniReader.ReadBoolean("Tactical Zombie Settings", "ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", TRUE); //################# Corpse Settings ################## gGameExternalOptions.usCorpseDelayUntilRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_ROTTING", NUM_SEC_IN_DAY / 60, 720, 7 * NUM_SEC_IN_DAY / 60 ); gGameExternalOptions.usCorpseDelayUntilDoneRotting = iniReader.ReadInteger( "Corpse Settings", "CORPSE_DELAY_UNTIL_DONE_ROTTING", 3 * NUM_SEC_IN_DAY / 60, NUM_SEC_IN_DAY / 60, 14 * NUM_SEC_IN_DAY / 60 ); //################# Tactical Fortification Settings ################## gGameExternalOptions.fFortificationAllowInHostileSector = iniReader.ReadBoolean("Tactical Fortification Settings", "FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR", FALSE); gGameExternalOptions.fRoofCollapse = iniReader.ReadBoolean( "Tactical Fortification Settings", "ROOF_COLLAPSE", TRUE ); //################# Tactical Food Settings ################## gGameExternalOptions.usFoodDigestionHourlyBaseFood = iniReader.ReadInteger("Tactical Food Settings", "FOOD_DIGESTION_HOURLY_BASE_FOOD", 20, 0, 250); gGameExternalOptions.usFoodDigestionHourlyBaseDrink = iniReader.ReadInteger("Tactical Food Settings", "FOOD_DIGESTION_HOURLY_BASE_DRINK", 130, 0, 250); gGameExternalOptions.sFoodDigestionSleep = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_SLEEP", 0.6f, 0.0f, 10.0f); gGameExternalOptions.sFoodDigestionTravelVehicle = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_TRAVEL_VEHICLE", 0.8f, 0.0f, 10.0f); gGameExternalOptions.sFoodDigestionTravel = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_TRAVEL", 1.5f, 0.0f, 10.0f); gGameExternalOptions.sFoodDigestionAssignment = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_ASSIGNMENT", 0.9f, 0.0f, 10.0f); gGameExternalOptions.sFoodDigestionOnDuty = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_ONDUTY", 1.0f, 0.0f, 10.0f); gGameExternalOptions.sFoodDigestionCombat = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DIGESTION_COMBAT", 2.0f, 0.0f, 10.0f); gGameExternalOptions.fFoodDecayInSectors = iniReader.ReadBoolean("Tactical Food Settings", "FOOD_DECAY_IN_SECTORS", TRUE); gGameExternalOptions.sFoodDecayModificator = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DECAY_MODIFICATOR", 1.0f, 0.1f, 10.0f); gGameExternalOptions.fFoodEatingSounds = iniReader.ReadBoolean("Tactical Food Settings", "FOOD_EATING_SOUNDS", TRUE); //################# Disease Settings ################## gGameExternalOptions.fDisease = iniReader.ReadBoolean( "Disease Settings", "DISEASE", FALSE ); gGameExternalOptions.fDiseaseStrategic = iniReader.ReadBoolean( "Disease Settings", "DISEASE_STRATEGIC", FALSE ); gGameExternalOptions.sDiseaseWHOSubscriptionCost = iniReader.ReadInteger( "Disease Settings", "DISEASE_WHO_SUBSCRIPTIONCOST", 2000, 1000, 10000 ); gGameExternalOptions.fDiseaseContaminatesItems = iniReader.ReadBoolean( "Disease Settings", "DISEASE_CONTAMINATES_ITEMS", TRUE ); //################# Strategic Gamestart Settings ################## //Lalien: Game starting time gGameExternalOptions.iGameStartingTime = iniReader.ReadInteger("Strategic Gamestart Settings", "GAME_STARTING_TIME", NUM_SEC_IN_HOUR, 0, NUM_SEC_IN_DAY-1); gGameExternalOptions.iGameStartingTime += NUM_SEC_IN_DAY; gGameExternalOptions.iFirstArrivalDelay = iniReader.ReadInteger("Strategic Gamestart Settings", "FIRST_ARRIVAL_DELAY", 6 * NUM_SEC_IN_HOUR, 0, NUM_SEC_IN_DAY); // HEADROCK HAM 3.5: Arrival sectorX/Y. gGameExternalOptions.ubDefaultArrivalSectorX = iniReader.ReadInteger("Strategic Gamestart Settings","DEFAULT_ARRIVAL_SECTOR_X", 9, 1, 16); gGameExternalOptions.ubDefaultArrivalSectorY = iniReader.ReadInteger("Strategic Gamestart Settings","DEFAULT_ARRIVAL_SECTOR_Y", 1, 1, 16); //################# Strategic Interface Settings ################## // CHRISL: Setting to turn off the description and stack popup options from the sector inventory panel gGameExternalOptions.fSectorDesc = iniReader.ReadBoolean("Strategic Interface Settings","ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY",TRUE); // HEADROCK HAM 3.6: Progress bars for each stat, displayed behind the stat value on the merc panel. INI settings give RGB color, Menu setting toggles on/off. gGameExternalOptions.ubStatProgressBarsRed = iniReader.ReadInteger("Strategic Interface Settings","STAT_PROGRESS_BARS_RED", 200, 0, 255); gGameExternalOptions.ubStatProgressBarsGreen = iniReader.ReadInteger("Strategic Interface Settings","STAT_PROGRESS_BARS_GREEN", 0, 0, 255); gGameExternalOptions.ubStatProgressBarsBlue = iniReader.ReadInteger("Strategic Interface Settings","STAT_PROGRESS_BARS_BLUE", 0, 0, 255); // HEADROCK HAM 3.6: Determines whether the extrapolated daily costs of mercs are figured into the "Daily Expenses" display. 0 = No, just facility costs. 1 = Only mercs with a fixed daily rate. 2 = All mercs, including AIM contracts. gGameExternalOptions.ubIncludeContractsInExpenses = iniReader.ReadInteger("Strategic Interface Settings","INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW", 1, 0, 2); gGameExternalOptions.fDisableStrategicTransition = iniReader.ReadBoolean("Strategic Interface Settings","DISABLE_STRATEGIC_TRANSITION", FALSE); gGameExternalOptions.ubExtremeIronManSavingTimeNotification = iniReader.ReadInteger("Strategic Interface Settings","EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION", 1, 0, 2); gGameExternalOptions.ubExtremeIronManSavingHour = iniReader.ReadInteger("Strategic Interface Settings","EXTREME_IRON_MAN_SAVING_HOUR", 0, 0, 23); //################# Strategic Progress Settings ################## // WDS: Game progress gGameExternalOptions.ubGameProgressPortionKills = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MAX_POINTS_FROM_KILLS", 25, 0, 100); gGameExternalOptions.ubGameProgressPortionControl = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL", 25, 0, 100); gGameExternalOptions.ubGameProgressPortionIncome = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME", 50, 0, 100); gGameExternalOptions.ubGameProgressPortionVisited = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS", 0, 0, 100); // Any way to warn on this? if (gGameExternalOptions.ubGameProgressPortionKills + gGameExternalOptions.ubGameProgressPortionControl + gGameExternalOptions.ubGameProgressPortionIncome + gGameExternalOptions.ubGameProgressPortionVisited != 100) { gGameExternalOptions.ubGameProgressPortionKills = 25; gGameExternalOptions.ubGameProgressPortionControl = 25; gGameExternalOptions.ubGameProgressPortionIncome = 50; gGameExternalOptions.ubGameProgressPortionVisited = 0; // Yes, there is! std::stringstream errMessage; errMessage << "The values of the four ''MAX_PROGRESS_POINTS'' INI settings do not add up to 100! Using default values instead..."; iniErrorMessages.push(errMessage.str()); } // HEADROCK HAM 3: If enabled, changes the way the game calculates progress. It will look at each progress control separately (Kills/Income/Control/Visited) and set the progress to the HIGHEST scoring control. gGameExternalOptions.fAlternateProgressCalculation = iniReader.ReadBoolean("Strategic Progress Settings","ALTERNATE_PROGRESS_CALCULATION", FALSE); // Minimum progress value. gGameExternalOptions.ubGameProgressMinimum = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MINIMUM", 0, 0, 100); // Flat modifier to Current Progress. gGameExternalOptions.bGameProgressModifier = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MODIFIER", 0, -100, 100); //Global game events gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_START_MADLAB_QUEST",35, 0, 100); gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MIKE_AVAILABLE",50, 0, 100); gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_IGGY_AVAILABLE",70, 0, 100); gGameExternalOptions.ubGameProgressOffensiveStage1 = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_OFFENSIVE_STAGE_1", 65, 0, 100); gGameExternalOptions.ubGameProgressOffensiveStage2 = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_OFFENSIVE_STAGE_2", 80, 0, 100); //################# Strategic Event Settings ################## // Drassen counterattack gGameExternalOptions.ubSendTroopsToDrassen = iniReader.ReadBoolean("Strategic Event Settings","TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN",TRUE); // Flugente: new strategic AI gGameExternalOptions.ubAgressiveStrategicAI = iniReader.ReadInteger("Strategic Event Settings","AGGRESSIVE_STRATEGIC_AI", 1, 0, 4); // Enable/Disable crepitus completely in SCI-FI mode. gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("Strategic Event Settings", "ENABLE_CREPITUS", TRUE); // Crepitus to attack other player-controlled town sectors gGameExternalOptions.fCrepitusAttackAllTowns = iniReader.ReadBoolean("Strategic Event Settings", "CREPITUS_ATTACK_ALL_TOWNS", FALSE); // HEADROCK HAM 3.1: Select which mine will run out. 0 = no mine. 1 = San Mona (unused), 2 = Drassen, 3 = Alma, 4 = Cambria, 5 = Chitzena, 6 = Grumm. gGameExternalOptions.bWhichMineRunsOut = iniReader.ReadInteger("Strategic Event Settings","WHICH_MINE_SHUTS_DOWN", -1, -1, 256); //################# Strategic Gameplay Settings ################## // Allow enemy and militia Strategic Groups to reinforce one another for battles? // silversurfer: Obsolete. This is now in DifficultySettings.xml and will be set during InitNewGame(). gGameExternalOptions.gfAllowReinforcements = TRUE; // Allow reinforcements only between City sectors? gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE); // Kaiden: Vehicle Inventory change - Added INI file Option VEHICLE_INVENTORY gGameExternalOptions.fVehicleInventory = iniReader.ReadBoolean("Strategic Gameplay Settings", "VEHICLE_INVENTORY", TRUE); // HEADROCK HAM 3.1: Can the Humvee go off-road? gGameExternalOptions.fHumveeOffroad = iniReader.ReadBoolean("Strategic Gameplay Settings","HUMVEE_OFFROAD", FALSE); // HEADROCK HAM B2.6/B1: Adjustable "luck" factor in Auto-Resolve gGameExternalOptions.iAutoResolveLuckFactor = (float)(__max(iniReader.ReadDouble("Strategic Gameplay Settings","AUTORESOLVE_LUCK_FACTOR", 2.0, 0.0, 255.0),1.0)); // HEADROCK HAM 3.2: When enabled, this setting removes the player's omniscience inside his own sectors. The player will no longer see the movement of enemy groups unless someone is nearby to scout them. gGameExternalOptions.fNoEnemyDetectionWithoutRecon = iniReader.ReadBoolean("Strategic Gameplay Settings","NO_ENEMY_DETECTION_WITHOUT_RECON", FALSE); // HEADROCK HAM 3.6: Determines how likely a character is, every hour, to trigger a facility event. The actual chance is X in every Y attempts, where X is facility-specific, and Y is the value adjusted here. gGameExternalOptions.usFacilityEventRarity = iniReader.ReadInteger("Strategic Gameplay Settings","FACILITY_EVENT_RARITY", 1000, 0, 50000); // HEADROCK HAM 3.6: Controls how important the character's stats are, in insuring he/she gets better results (or smaller damage) from using facilities. The higher this is, the more dangerous all facilities are. gGameExternalOptions.ubFacilityDangerRate = iniReader.ReadInteger("Strategic Gameplay Settings","FACILITY_DANGER_RATE", 50, 0, 100); // 2Points: Use new repair algorithm (Items are priorized based on type and damage to item, starting from equipped weapons, going to armor, then inventory) gGameExternalOptions.fAdditionalRepairMode = iniReader.ReadBoolean("Strategic Gameplay Settings", "ADDITIONAL_REPAIR_MODE", FALSE); // Flugente: advanced repair/dirt system gGameExternalOptions.fAdvRepairSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ADVANCED_REPAIR", FALSE); gGameExternalOptions.fOnlyRepairGunsArmour = iniReader.ReadBoolean("Strategic Gameplay Settings","ONLY_REPAIR_GUNS_AND_ARMOUR", FALSE); gGameExternalOptions.fDirtSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","DIRT_SYSTEM", FALSE); gGameExternalOptions.fFullRepairCleansGun = iniReader.ReadBoolean("Strategic Gameplay Settings","FULL_REPAIR_CLEANS_GUN", FALSE); gGameExternalOptions.usSectorDirtDivider = iniReader.ReadInteger("Strategic Gameplay Settings","SECTOR_DIRT_DIVIDER", 1000, 1, 100000); gGameExternalOptions.iDirtGlobalModifier = iniReader.ReadFloat ("Strategic Gameplay Settings","DIRT_GLOBAL_MODIFIER", 1.25f, 0.1f, 10.0f); // Flugente: prisoner system gGameExternalOptions.fAllowPrisonerSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_TAKE_PRISONERS", TRUE); gGameExternalOptions.fEnemyCanSurrender = iniReader.ReadBoolean("Strategic Gameplay Settings","ENEMY_CAN_SURRENDER", TRUE); gGameExternalOptions.fDisplaySurrenderSValues = iniReader.ReadBoolean("Strategic Gameplay Settings","DISPLAY_SURRENDER_VALUES", TRUE); gGameExternalOptions.fSurrenderMultiplier = iniReader.ReadFloat("Strategic Gameplay Settings", "SURRENDER_MULTIPLIER", 5.0f, 2.0f, 10.0f); gGameExternalOptions.fPlayerCanAsktoSurrender = iniReader.ReadBoolean("Strategic Gameplay Settings","PLAYER_CAN_ASK_TO_SURRENDER", TRUE); gGameExternalOptions.ubPrisonerReturntoQueenChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_RETURN_TO_ARMY_CHANCE", 50, 0, 100); gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_DEFECT] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_DEFECT_CHANCE", 25, 0, 100 ); gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_INFO] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INFO_BASECHANCE", 25, 0, 100 ); gGameExternalOptions.ubPrisonerProcessInfoNumberChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_NUMBER_CHANCE", 30, 0, 100); gGameExternalOptions.ubPrisonerProcessInfoDirectionChance = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INFO_DIRECTION_CHANCE", 40, 0, 100); gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_RANSOM] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_RANSOM_CHANCE", 25, 0, 100 ); gGameExternalOptions.ubPrisonerProcessChance[PRISONER_INTERROGATION_NOTHING] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_NOTHING_CHANCE", 25, 0, 100 ); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_ADMIN", 30, 10, 1000); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_REGULAR] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_REGULAR", 50, gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN], 1000); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ELITE] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_ELITE", 80, gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_REGULAR], 1000); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_OFFICER] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_OFFICER", 150, gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ELITE], 1000 ); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_GENERAL] = iniReader.ReadInteger("Strategic Gameplay Settings","PRISONER_INTERROGATION_POINTS_GENERAL", 250, gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_OFFICER], 1000 ); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_CIVILIAN] = iniReader.ReadInteger("Strategic Gameplay Settings", "PRISONER_INTERROGATION_POINTS_CIVILIAN", 25, 10, 1000 ); gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_SECRET1] = 100; gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_SECRET2] = 100; gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ADMIN] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN", 0, 0, 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_REGULAR] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR", 1, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ADMIN], 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ELITE] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE", 10, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_REGULAR], 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_OFFICER] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER", 60, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_ELITE], 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_GENERAL] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL", 80, gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_OFFICER], 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_CIVILIAN] = iniReader.ReadInteger( "Strategic Gameplay Settings", "PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN", 0, 0, 100 ); gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_SECRET1] = 0; gGameExternalOptions.ubPrisonerInterrogationEnemyGeneralInfoChance[PRISONER_SECRET2] = 0; // CHRISL: Determine how Skyrider should handle landing in enemy occupied sectors gGameExternalOptions.ubSkyriderHotLZ = iniReader.ReadInteger("Strategic Gameplay Settings", "ALLOW_SKYRIDER_HOT_LZ", 0, 0, 3); // enable all terrorists gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_TERRORISTS", TRUE); // enable all weapon caches gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("Strategic Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE); //Madd: override map item appearance chance gGameExternalOptions.ubMapItemChanceOverride = iniReader.ReadInteger("Strategic Gameplay Settings","MAP_ITEM_CHANCE_OVERRIDE", 0, 0, 100); // anv: helicopter repairs gGameExternalOptions.fWaldoCanRepairHelicopter = iniReader.ReadBoolean("Strategic Gameplay Settings","WALDO_CAN_REPAIR_HELICOPTER", TRUE); gGameExternalOptions.fAllowWaldoToOfferRepairInStrategic = iniReader.ReadBoolean("Strategic Gameplay Settings","WALDO_OFFERS_REPAIR_IN_STRATEGIC", TRUE); gGameExternalOptions.fWaldoSubsequentRepairsIncreaseCosts = iniReader.ReadBoolean("Strategic Gameplay Settings","WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE", TRUE); gGameExternalOptions.fSeriouslyDamagedSkyriderWontFly = iniReader.ReadBoolean("Strategic Gameplay Settings","SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY", TRUE); gGameExternalOptions.fAlternativeHelicopterFuelSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ALTERNATIVE_HELICOPTER_FUEL_SYSTEM", TRUE); gGameExternalOptions.fHelicopterPassengersCanGetHit = iniReader.ReadBoolean("Strategic Gameplay Settings","HELICOPTER_PASSENGERS_CAN_GET_HIT", TRUE); //################# Morale Settings ################## gGameExternalOptions.sMoraleModAppearance = iniReader.ReadInteger("Morale Settings","MORALE_MOD_APPEARANCE", 1, 0, 5); gGameExternalOptions.sMoraleModRefinement = iniReader.ReadInteger("Morale Settings","MORALE_MOD_REFINEMENT", 2, 0, 5); gGameExternalOptions.sMoraleModHatedNationality = iniReader.ReadInteger("Morale Settings","MORALE_MOD_HATEDNATIONALITY", 3, 0, 5); gGameExternalOptions.sMoraleModRacism = iniReader.ReadInteger("Morale Settings","MORALE_MOD_RACISM", 3, 0, 5); gGameExternalOptions.sMoraleModSexism = iniReader.ReadInteger("Morale Settings","MORALE_MOD_SEXISM", 1, 0, 5); gGameExternalOptions.sMoraleModXenophobicBackGround = iniReader.ReadInteger("Morale Settings","MORALE_MOD_BACKGROUND_XENOPHOBIC", 5, 0, 15); gGameExternalOptions.fDynamicOpinions = iniReader.ReadBoolean("Dynamic Opinion Settings","DYNAMIC_OPINIONS", TRUE ); gGameExternalOptions.fDynamicOpinionsShowChange = iniReader.ReadBoolean("Dynamic Opinion Settings", "DYNAMIC_OPINIONS_SHOWCHANGE", TRUE ); gGameExternalOptions.fDynamicWageFactor = iniReader.ReadFloat("Dynamic Opinion Settings","WAGE_ACCEPTANCE_FACTOR", 1.5f, 0.1f, 10.0f ); gGameExternalOptions.fDynamicDialogue = iniReader.ReadBoolean("Dynamic Dialogue Settings", "DYNAMIC_DIALOGUE", FALSE ); gGameExternalOptions.sDynamicDialogueTimeOffset = iniReader.ReadInteger( "Dynamic Dialogue Settings", "DYNAMIC_DIALOGUE_TIME_OFFSET", 3000, 500, 10000 ); gGameExternalOptions.fPMC = iniReader.ReadBoolean( "PMC Settings", "PMC", TRUE ); gGameExternalOptions.usPMCMaxRegulars = iniReader.ReadInteger( "PMC Settings", "PMC_MAX_REGULARS", 35, 5, 100 ); gGameExternalOptions.usPMCMaxVeterans = iniReader.ReadInteger( "PMC Settings", "PMC_MAX_VETERANS", 20, 5, 100 ); //################# Laptop Settings ################## #ifdef ENABLE_BRIEFINGROOM if (!is_networked) gGameExternalOptions.gBriefingRoom = iniReader.ReadBoolean("Laptop Settings", "BRIEFING_ROOM", FALSE); else gGameExternalOptions.gBriefingRoom = FALSE; #else gGameExternalOptions.gBriefingRoom = FALSE; #endif //#ifdef ENABLE_ENCYCLOPEDIA if (!is_networked) gGameExternalOptions.gEncyclopedia = iniReader.ReadBoolean("Laptop Settings", "ENCYCLOPEDIA", FALSE); else gGameExternalOptions.gEncyclopedia = FALSE; //#else // gGameExternalOptions.gEncyclopedia = FALSE; //#endif // Moa: visibility of items in encyclopedia see ENC_ITEM_VISIBILITY_T gGameExternalOptions.ubEncyclopediaItemMask = (UINT8)iniReader.ReadInteger("Laptop Settings", "ENCYCLOPEDIA_ITEM_MASK", 1, 1, 4); gGameExternalOptions.fDisableLaptopTransition = iniReader.ReadBoolean("Laptop Settings", "DISABLE_LAPTOP_TRANSITION", FALSE); gGameExternalOptions.fFastWWWSitesLoading = iniReader.ReadBoolean("Laptop Settings", "FAST_WWW_SITES_LOADING", FALSE); gGameExternalOptions.fLaptopMouseCaptured = iniReader.ReadBoolean("Laptop Settings", "LAPTOP_MOUSE_CAPTURED", FALSE); gGameExternalOptions.fCampaignHistoryWebSite = iniReader.ReadBoolean("Laptop Settings", "CAMPAIGN_HISTORY", TRUE); gGameExternalOptions.usReportsToLoad = iniReader.ReadInteger("Laptop Settings", "CAMPAIGN_HISTORY_MAX_REPORTS", -1, -1, 100); //################# Bobby Ray Settings ################## // HEADROCK HAM 3: If enabled, tooltipping over Bobby Ray's weapons will show a list of possible attachments to those weapons. gGameExternalOptions.fBobbyRayTooltipsShowAttachments = iniReader.ReadBoolean("Bobby Ray Settings","BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS", FALSE); //JMich - Maximum Purchase Amount for Bobby Ray gGameExternalOptions.ubBobbyRayMaxPurchaseAmount = iniReader.ReadInteger("Bobby Ray Settings", "BOBBY_RAY_MAX_PURCHASE_AMOUNT", 10, 10, 100); // WDS - Option to turn off stealing gGameExternalOptions.fStealingDisabled = iniReader.ReadBoolean("Bobby Ray Settings","STEALING_FROM_SHIPMENTS_DISABLED",FALSE); // WANNE - Chance of shipment lost gGameExternalOptions.gubChanceOfShipmentLost = iniReader.ReadInteger("Bobby Ray Settings","CHANCE_OF_SHIPMENT_LOSS", 10); //################# Item Property Settings ################## //Weapons modification gGameExternalOptions.iExplosivesDamageModifier = iniReader.ReadInteger("Item Property Settings","EXPLOSIVES_DAMAGE_MODIFIER",100, 0, 1000); gGameExternalOptions.iMeleeDamageModifier = iniReader.ReadInteger("Item Property Settings","MELEE_DAMAGE_MODIFIER",100, 0, 1000); gGameExternalOptions.iGunDamageModifier = iniReader.ReadInteger("Item Property Settings","GUN_DAMAGE_MODIFIER",100, 0, 1000); gGameExternalOptions.iGunRangeModifier = iniReader.ReadInteger("Item Property Settings","GUN_RANGE_MODIFIER",100, 0, 1000); // Enables the "Coverage" value of armor items. gGameExternalOptions.fEnableArmorCoverage = iniReader.ReadBoolean("Item Property Settings", "ENABLE_ARMOR_COVERAGE", FALSE); // ShadoWarrior for Captain J's armor coverage gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("Item Property Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu // HEADROCK HAM B2.6: Autofire Bullets/5AP modifier gGameExternalOptions.bAutofireBulletsPer5APModifier = iniReader.ReadInteger("Item Property Settings","AUTOFIRE_BULLETS_PER_5AP_MODIFIER", 0, -100, 100 ); // HEADROCK HAM 3: Externalized ratio between Weight and Strength. This value determines how many strength points we need to lift 0.5kg with no encumberance. gGameExternalOptions.iStrengthToLiftHalfKilo = (float)iniReader.ReadDouble("Item Property Settings","STRENGTH_TO_LIFT_HALF_KILO", 1.0, 0.1, 100.0); // HEADROCK HAM 3.2: Set a divisor for the CtH of Mortar weapons. gGameExternalOptions.ubMortarCTHDivisor = iniReader.ReadInteger("Item Property Settings","MORTAR_CTH_DIVISOR", 1, 1, 255); // WarmSteel: NAS gGameExternalOptions.fUseDefaultSlots = iniReader.ReadBoolean("Item Property Settings","USE_DEFAULT_SLOTS_WHEN_MISSING",FALSE); gGameExternalOptions.usAttachmentDropRate = iniReader.ReadInteger("Item Property Settings","ATTACHMENT_DROP_RATE",10, 0, 100); gGameExternalOptions.iMaxEnemyAttachments = iniReader.ReadInteger("Item Property Settings","MAX_ENEMY_ATTACHMENTS",6, 2, MAX_ATTACHMENTS); // Flugente: class specific gun choice gGameExternalOptions.fSoldierClassSpecificItemTables = iniReader.ReadBoolean("Item Property Settings","SOLDIERCLASS_SPECIFIC_ITEM_TABLES", TRUE); //################# Strategic Enemy AI Settings ################## // WDS - New AI gGameExternalOptions.useNewAI = iniReader.ReadBoolean("Strategic Enemy AI Settings","NEW_AGGRESSIVE_AI",FALSE); gGameExternalOptions.gfInvestigateSector = iniReader.ReadBoolean("Strategic Enemy AI Settings","ENEMY_INVESTIGATE_SECTOR",FALSE); gGameExternalOptions.gfReassignPendingReinforcements = iniReader.ReadBoolean("Strategic Enemy AI Settings","REASSIGN_PENDING_REINFORCEMENTS",TRUE); // Flugente: Arulco special division //################# Strategic Additional Enemy AI Settings ################## gGameExternalOptions.fASDActive = iniReader.ReadBoolean( "Strategic Additional Enemy AI Settings", "ASD_ACTIVE", FALSE ); gGameExternalOptions.gASDResource_Cost[ASD_MONEY] = 1; gGameExternalOptions.gASDResource_Cost[ASD_FUEL] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_FUEL", 10, 1, 100 ); gGameExternalOptions.gASDResource_Cost[ASD_HELI] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_HELI", 30000, 1, 1000000 ); gGameExternalOptions.gASDResource_Cost[ASD_JEEP] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_JEEP", 20000, 1, 1000000 ); gGameExternalOptions.gASDResource_Cost[ASD_TANK] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_COST_TANK", 50000, 1, 1000000 ); gGameExternalOptions.gASDResource_BuyTime[ASD_MONEY] = 0; gGameExternalOptions.gASDResource_BuyTime[ASD_FUEL] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_FUEL", 60 * 8, 1, 60 * 48 ); gGameExternalOptions.gASDResource_BuyTime[ASD_HELI] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_HELI", 60 * 20, 1, 60 * 48 ); gGameExternalOptions.gASDResource_BuyTime[ASD_JEEP] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_JEEP", 60 * 12, 1, 60 * 48 ); gGameExternalOptions.gASDResource_BuyTime[ASD_TANK] = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_TIME_TANK", 60 * 24, 1, 60 * 48 ); gGameExternalOptions.fASDAssignsTanks = iniReader.ReadBoolean( "Strategic Additional Enemy AI Settings", "ASD_ASSIGNS_TANKS", TRUE ); gGameExternalOptions.fASDAssignsJeeps = iniReader.ReadBoolean( "Strategic Additional Enemy AI Settings", "ASD_ASSIGNS_JEEPS", TRUE ); gGameExternalOptions.gASDResource_Fuel_Tank = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_FUEL_REQUIRED_TANK", 100, 0, 10000 ); gGameExternalOptions.gASDResource_Fuel_Jeep = iniReader.ReadInteger( "Strategic Additional Enemy AI Settings", "ASD_FUEL_REQUIRED_JEEP", 20, 0, 10000 ); // Flugente: enemy heli //################# Enemy Helicopter Settings ################## gGameExternalOptions.fEnemyHeliActive = iniReader.ReadBoolean( "Enemy Helicopter Settings", "ENEMYHELI_ACTIVE", TRUE ); gGameExternalOptions.usEnemyHeliMinimumProgress = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS", 30, 0, 100 ); gGameExternalOptions.gEnemyHeliMaxHP = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_HP", 100, 1, 500 ); gGameExternalOptions.gEnemyHeliTimePerHPRepair = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_HP_REPAIRTIME", 6, 1, 20 ); gGameExternalOptions.gEnemyHeliCostPerRepair1HP = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_HP_COST", 200, 10, 1000 ); gGameExternalOptions.gEnemyHeliMaxFuel = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_FUEL", 50, 25, 200 ); gGameExternalOptions.gEnemyHeliTimePerFuelRefuel = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_FUEL_REFUELTIME", 3, 1, 10 ); gGameExternalOptions.gEnemyHeliAllowedSAMContacts = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS", 4, 0, 10 ); gGameExternalOptions.gEnemyHeliSAMDamage_Base = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_SAM_DAMAGE_BASE", 25, 10, 100 ); gGameExternalOptions.gEnemyHeliSAMDamage_Var = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_SAM_DAMAGE_VAR", 30, 10, 100 ); gGameExternalOptions.gEnemyHeliMANPADSDamage_Base = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_MANPADS_DAMAGE_BASE", 40, 10, 100 ); gGameExternalOptions.gEnemyHeliMANPADSDamage_Var = iniReader.ReadInteger( "Enemy Helicopter Settings", "ENEMYHELI_MANPADS_DAMAGE_VAR", 80, 10, 100 ); //################# Militia Training Settings ################## gGameExternalOptions.iMaxMilitiaPerSector = iniReader.ReadInteger("Militia Training Settings","MAX_MILITIA_PER_SECTOR",20, 1, CODE_MAXIMUM_NUMBER_OF_REBELS); gGameExternalOptions.iTrainingSquadSize = iniReader.ReadInteger("Militia Training Settings","NUM_MILITIA_TRAINED_PER_SESSION",10, 1, CODE_MAXIMUM_NUMBER_OF_REBELS); gGameExternalOptions.iMinLoyaltyToTrain = iniReader.ReadInteger("Militia Training Settings","MIN_LOYALTY_TO_TRAIN_MILITIA",20, 0, 100); gGameExternalOptions.ubTownMilitiaTrainingRate = iniReader.ReadInteger("Militia Training Settings","MILITIA_TRAINING_RATE",4, 1, 10); gGameExternalOptions.gfMilitiaTrainingCarryOver = iniReader.ReadBoolean("Militia Training Settings","MILITIA_TRAINING_CARRYOVER_PROGRESS", FALSE); gGameExternalOptions.gfTrainVeteranMilitia = iniReader.ReadBoolean("Militia Training Settings","ALLOW_TRAINING_ELITE_MILITIA",FALSE); gGameExternalOptions.guiTrainVeteranMilitiaDelay = iniReader.ReadInteger("Militia Training Settings","ELITE_MILITIA_TRAINING_DELAY",1, 0, 30); gGameExternalOptions.ubRpcBonusToTrainMilitia = iniReader.ReadInteger("Militia Training Settings","RPC_BONUS_TO_MILITIA_TRAINING_RATE",10, 0, 100); // HEADROCK HAM 3: Define minimum leadership required for training militia. Set to 0 for "no limit". gGameExternalOptions.ubMinimumLeadershipToTrainMilitia = iniReader.ReadInteger("Militia Training Settings","MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA", 0, 0, 99); // HEADROCK HAM 3: If enabled, the trainer's "effective" leadership skill determines HOW MANY militia he/she creates per session. gGameExternalOptions.fLeadershipAffectsMilitiaQuantity = iniReader.ReadBoolean("Militia Training Settings","LEADERSHIP_AFFECTS_MILITIA_QUANTITY", FALSE); // HEADROCK HAM 3: If "LEADERSHIP_AFFECTS_MILITIA_QUANTITY" is true, this value determines the lowest leadership required to train a full (default size 10) squad of town militia in one training session. gGameExternalOptions.ubReqLeadershipForFullTraining = iniReader.ReadInteger("Militia Training Settings","REQ_LEADERSHIP_FOR_MAX_MILITIA", 100, 1, 100); // HEADROCK HAM 3: Define effect of "TEACHER" trait in increasing effective leadership, for purposes of eligibility for training militia. This is a percentage value. HAM Default would be 200 = double effective leadership for each TEACHING level. gGameExternalOptions.usTeacherTraitEffectOnLeadership = iniReader.ReadInteger("Militia Training Settings","TEACHER_TRAIT_EFFECT_ON_LEADERSHIP", 100, 1, 10000); //################# Militia Volunteer Pool Settings ################### gGameExternalOptions.fMilitiaVolunteerPool = iniReader.ReadBoolean( "Militia Volunteer Pool Settings", "MILITIA_VOLUNTEER_POOL", FALSE ); gGameExternalOptions.dMilitiaVolunteerGainFactorHourly = iniReader.ReadFloat( "Militia Volunteer Pool Settings", "MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", 0.001f, 0.0f, 1.0f ); gGameExternalOptions.dMilitiaVolunteerGainFactorLiberation = iniReader.ReadFloat( "Militia Volunteer Pool Settings", "MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION", 0.2f, 0.0f, 1.0f ); gGameExternalOptions.dMilitiaVolunteerMultiplierFarm = iniReader.ReadFloat( "Militia Volunteer Pool Settings", "MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM", 0.05f, 0.0f, 1.0f ); //################# Mobile Militia Training Settings ################## gGameExternalOptions.gfAllowMilitiaGroups = iniReader.ReadBoolean("Mobile Militia Training Settings","ALLOW_MOBILE_MILITIA",FALSE); gGameExternalOptions.guiAllowMilitiaGroupsDelay = iniReader.ReadInteger("Mobile Militia Training Settings","MOBILE_MILITIA_TRAINING_DELAY",1, 0, 30); gGameExternalOptions.guiNumMobileMilitiaTrained = iniReader.ReadInteger("Mobile Militia Training Settings","NUM_MOBILE_MILITIA_TRAINED_PER_SESSION",4, 1, 100); gGameExternalOptions.gfmusttrainroaming = iniReader.ReadBoolean("Mobile Militia Training Settings","MUST_TRAIN_MOBILE_MILITIA",FALSE); //Moa: Mode to determine maximum allowed mobile militia for training / deserting. gGameExternalOptions.gbMobileMilitiaMaxActiveMode = (UINT8) iniReader.ReadInteger("Mobile Militia Training Settings","MOBILE_MILITIA_MAX_ACTIVE_MODE",0,0,255); //Moa: modifier for the maximum (make sure this is read after iMaxMilitiaPerSector) gGameExternalOptions.gfpMobileMilitiaMaxActiveModifier = iniReader.ReadFloat("Mobile Militia Training Settings","MOBILE_MILITIA_MAX_ACTIVE_MODIFIER", 0.5, 0.01f, 10.0f) * gGameExternalOptions.iMaxMilitiaPerSector; gGameExternalOptions.guiCreateEachNHours = iniReader.ReadInteger("Mobile Militia Training Settings","CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS",24, 1, 96); // HEADROCK HAM 3.3: New militia feature, Minimum Leadership required to train Roaming Militia gGameExternalOptions.ubMinimumLeadershipToTrainMobileMilitia = iniReader.ReadInteger("Mobile Militia Training Settings","MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA", 0, 0, 100); // HEADROCK HAM 3.3: If enabled, the trainer's "effective" leadership skill determines HOW MANY Mobile Militia he/she creates per session. gGameExternalOptions.fLeadershipAffectsMobileMilitiaQuantity = iniReader.ReadBoolean("Mobile Militia Training Settings","LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY", FALSE); // HEADROCK HAM 3.3: If "LEADERSHIP_AFFECTS_MILITIA_QUANTITY" is true, this value determines the lowest leadership required to train a full (default size 5) squad of Mobile Militia in one training session. gGameExternalOptions.ubReqLeadershipForFullMobileTraining = iniReader.ReadInteger("Mobile Militia Training Settings","REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA", 1, 1, 100); // HEADROCK HAM 3.5: Does leadership affect the Quality of new Mobile Militia groups? gGameExternalOptions.fLeadershipAffectsMobileMilitiaQuality = iniReader.ReadBoolean("Mobile Militia Training Settings","LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY", FALSE); // HEADROCK HAM 3.4: What percentage of a new Mobile Militia group will be made of Elites? If >0, then at least one of every new group will be an Elite. 100 = All Elites. gGameExternalOptions.ubPercentRoamingMilitiaElites = iniReader.ReadInteger("Mobile Militia Training Settings","PERCENT_MOBILE_MILITIA_ELITES", 100, 0, 100); // HEADROCK HAM 3.4: What percentage of a new Mobile Militia group will be made of Regulars? If >0, then at least one of every new group will be a Regular. 100 = All Regulars. gGameExternalOptions.ubPercentRoamingMilitiaRegulars = iniReader.ReadInteger("Mobile Militia Training Settings","PERCENT_MOBILE_MILITIA_REGULARS", 0, 0, 100); //################# Mobile Militia Movement Settings ################## gGameExternalOptions.gflimitedRoaming = iniReader.ReadBoolean("Mobile Militia Movement Settings","RESTRICT_ROAMING",FALSE); // HEADROCK HAM B1: Allow restricted militia to move through visited sectors? gGameExternalOptions.fUnrestrictVisited = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS", FALSE); // HEADROCK HAM B1: Allow dynamic restrictions? gGameExternalOptions.fDynamicRestrictRoaming = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_DYNAMIC_RESTRICTED_ROAMING", TRUE); // HEADROCK HAM B2.7: Augmented Roaming Militia code - turn this to TRUE to allow militia free travel through San Mona, Tixa, Orta, Omerta, and Estoni. gGameExternalOptions.fAllowMilitiaMoveThroughMinorCities = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES", FALSE); // HEADROCK HAM 3.3: If enabled, Roaming Militia can automatically reinforce city garrisons. gGameExternalOptions.fAllowMobileReinforceCities = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS", FALSE); // HEADROCK HAM 3.3: If enabled, Roaming Militia can automatically reinforce city garrisons. gGameExternalOptions.fAllowMobileReinforceSAM = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS", FALSE); // Moa: If enabled militia will follow player (default HAM behavier), set to FALSE if they should do what they want. gGameExternalOptions.gfAllowMilitiaFollowPlayer = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MILITIA_FOLLOW_PLAYER", TRUE); // Moa: If enabled militia will spread (default HAM behavier) or set to FALSE to fill up the destination group to maximum. gGameExternalOptions.gfAllowMilitiaSpread = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MILITIA_SPREAD", TRUE); // Moa: If enabled militia will spread when following or set to FALSE to fill up the destination group to maximum. gGameExternalOptions.gfAllowMilitiaSpreadWhenFollowing = iniReader.ReadBoolean("Mobile Militia Movement Settings","ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING", FALSE); //################# Militia Strategic Movement Settings ################## gGameExternalOptions.fMilitiaStrategicCommand = iniReader.ReadBoolean("Militia Strategic Movement Settings", "ALLOW_MILITIA_STRATEGIC_COMMAND", FALSE ); // SANDRO - added several bonuses for militia //################# Militia Strength Settings ################## // These applies for autoresolve only gGameExternalOptions.sGreenMilitiaAutoresolveStrength = iniReader.ReadInteger("Militia Strength Settings", "GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS", 0, -100, 500); gGameExternalOptions.sRegularMilitiaAutoresolveStrength = iniReader.ReadInteger("Militia Strength Settings", "REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS", 0, -100, 500); gGameExternalOptions.sVeteranMilitiaAutoresolveStrength = iniReader.ReadInteger("Militia Strength Settings", "VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS", 10, -100, 500); // Flat bonus to militia APs - applies during tactical combat only gGameExternalOptions.bGreenMilitiaAPsBonus = iniReader.ReadInteger("Militia Strength Settings", "GREEN_MILITIA_APS_BONUS", 0, -75, 75); gGameExternalOptions.bRegularMilitiaAPsBonus = iniReader.ReadInteger("Militia Strength Settings", "REGULAR_MILITIA_APS_BONUS", 0, -75, 75); gGameExternalOptions.bVeteranMilitiaAPsBonus = iniReader.ReadInteger("Militia Strength Settings", "VETERAN_MILITIA_APS_BONUS", 5, -75, 75); // Percentage bonus to total militia CtH on every hit - applies during tactical combat only gGameExternalOptions.sGreenMilitiaCtHBonusPercent = iniReader.ReadInteger("Militia Strength Settings", "GREEN_MILITIA_CTH_BONUS_PERCENT", 0, -100, 500); gGameExternalOptions.sRegularMilitiaCtHBonusPercent = iniReader.ReadInteger("Militia Strength Settings", "REGULAR_MILITIA_CTH_BONUS_PERCENT", 0, -100, 500); gGameExternalOptions.sVeteranMilitiaCtHBonusPercent = iniReader.ReadInteger("Militia Strength Settings", "VETERAN_MILITIA_CTH_BONUS_PERCENT", 10, -100, 500); // Damage the militia suffer is reduced by this percentage - applies during tactical combat only gGameExternalOptions.bGreenMilitiaDamageResistance = iniReader.ReadInteger("Militia Strength Settings", "GREEN_MILITIA_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.bRegularMilitiaDamageResistance = iniReader.ReadInteger("Militia Strength Settings", "REGULAR_MILITIA_DAMAGE_RESISTANCE", 0, -50, 95); gGameExternalOptions.bVeteranMilitiaDamageResistance = iniReader.ReadInteger("Militia Strength Settings", "VETERAN_MILITIA_DAMAGE_RESISTANCE", 0, -50, 95); // Modifier increasing militia equipment quality on creation - applies during tactical combat only gGameExternalOptions.bGreenMilitiaEquipmentQualityModifier = iniReader.ReadInteger("Militia Strength Settings", "GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER", 0, -5, 10); gGameExternalOptions.bRegularMilitiaEquipmentQualityModifier = iniReader.ReadInteger("Militia Strength Settings", "REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER", 0, -5, 10); gGameExternalOptions.bVeteranMilitiaEquipmentQualityModifier = iniReader.ReadInteger("Militia Strength Settings", "VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER", 1, -5, 10); //################# Militia Equipment Settings ################## gGameExternalOptions.fMilitiaUseSectorInventory = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT", FALSE); gGameExternalOptions.fMilitiaUseSectorInventory_Armour = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_Face = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_FACE", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_Melee = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_MELEE", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_Gun = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_GUN", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_Ammo = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_AMMO", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_GunAttachments = iniReader.ReadBoolean( "Militia Equipment Settings", "MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS", TRUE ); gGameExternalOptions.fMilitiaUseSectorInventory_Grenade = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_GRENADE", TRUE); gGameExternalOptions.fMilitiaUseSectorInventory_Launcher = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER", TRUE); gGameExternalOptions.usMilitiaAmmo_Min = iniReader.ReadInteger("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN", 10, 1, 400); gGameExternalOptions.usMilitiaAmmo_Max = iniReader.ReadInteger("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX", 200, 30, 400); gGameExternalOptions.usMilitiaAmmo_OptimalMagCount = iniReader.ReadInteger("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT", 2, 1, 10); gGameExternalOptions.fMilitiaUseSectorClassSpecificTaboos = iniReader.ReadBoolean("Militia Equipment Settings","MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", TRUE); //################# Shopkeeper Inventory Settings ################## // WDS - Improve Tony's and Devin's inventory like BR's // silversurfer: not used anymore, see "Tactical\XML_Merchants.cpp" for "useBRSetting" // gGameExternalOptions.tonyUsesBRSetting = iniReader.ReadBoolean("Shopkeeper Inventory Settings","TONY_USES_BOBBY_RAYS_SETTING", FALSE); // gGameExternalOptions.devinUsesBRSetting = iniReader.ReadBoolean("Shopkeeper Inventory Settings","DEVIN_USES_BOBBY_RAYS_SETTING", FALSE); // chance that Tony will be in his office - silversurfer/SANDRO gGameExternalOptions.ubChanceTonyAvailable = iniReader.ReadInteger("Shopkeeper Inventory Settings","CHANCE_TONY_AVAILABLE", 80, 0, 100); // Fast Bobby Ray shipments gGameExternalOptions.fBobbyRayFastShipments = iniReader.ReadBoolean("Shopkeeper Inventory Settings", "FAST_BOBBY_RAY_SHIPMENTS", FALSE); //################# Strategic Assignment Settings ################## ////////// ALL ASSIGNMENTS ////////// gGameExternalOptions.ubMinutesForAssignmentToCount = iniReader.ReadInteger("Strategic Assignment Settings","MINUTES_FOR_ASSIGNMENT_TO_COUNT",45, 1, NUM_MIN_IN_DAY); gGameExternalOptions.fSleepDisplayFailNotification = iniReader.ReadBoolean("Strategic Assignment Settings","NOTIFY_IF_SLEEP_FAILS", TRUE ); ////////// PRACTICE/TRAIN/STUDY ////////// gGameExternalOptions.ubTrainingSkillMin = iniReader.ReadInteger("Strategic Assignment Settings","MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING",0, 0, 100); gGameExternalOptions.ubTrainingSkillMax = iniReader.ReadInteger("Strategic Assignment Settings","MAX_SKILL_ACHIEVABLE_BY_TRAINING",100, 0, 100); gGameExternalOptions.ubSelfTrainingDivisor = iniReader.ReadInteger("Strategic Assignment Settings","TRAINING_RATE_DIVISOR",1000, 1, 10000); gGameExternalOptions.ubInstructedTrainingDivisor = iniReader.ReadInteger("Strategic Assignment Settings","INSTRUCTED_TRAINING_DIVISOR",3000, 1, 10000); gGameExternalOptions.ubTeachBonusToTrain = iniReader.ReadInteger("Strategic Assignment Settings","TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY",30, 0, 100); gGameExternalOptions.ubMinSkillToTeach = iniReader.ReadInteger("Strategic Assignment Settings","MIN_SKILL_REQUIRED_TO_TEACH_OTHER",25, 0, 100); // HEADROCK HAM B2.8: New Trainer Relations: 2 = Trainees will go to sleep when their trainer goes to sleep. 3 = Trainer will go to sleep if all trainees are asleep. 1 = Both. 0 = Neither. gGameExternalOptions.ubSmartTrainingSleep = iniReader.ReadInteger("Strategic Assignment Settings","SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER", 0, 0, 3); // HEADROCK HAM B2.8: New Trainer Relations: 2 = Trainees will wake up when their trainer wakes up. 3 = Trainer will wake up if all trainees wake up. 1 = Both. 0 = Neither. gGameExternalOptions.ubSmartTrainingWake = iniReader.ReadInteger("Strategic Assignment Settings","SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER", 0, 0, 3); // HEADROCK HAM B2.8: New Trainer Relations: 2 = Trainers will rest if no trainees available. 3 = Trainees will rest if no trainers available (not recommended). 1 = Both. 0 = Neither. gGameExternalOptions.ubSmartTrainingRest = iniReader.ReadInteger("Strategic Assignment Settings","REST_IF_NO_TRAINING_PARTNER_AVAILABLE", 0, 0, 3); ////////// DOCTOR ////////// gGameExternalOptions.ubLowActivityLevel = iniReader.ReadInteger("Strategic Assignment Settings","NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL",1, 1, 100); gGameExternalOptions.ubMediumActivityLevel = iniReader.ReadInteger("Strategic Assignment Settings","NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL",4, 1, 100); gGameExternalOptions.ubHighActivityLevel = iniReader.ReadInteger("Strategic Assignment Settings","NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL",12, 1, 100); gGameExternalOptions.ubDoctoringRateDivisor = iniReader.ReadInteger("Strategic Assignment Settings","DOCTORING_RATE_DIVISOR",2400, 1200, 24000); gGameExternalOptions.ubHospitalHealingRate = iniReader.ReadInteger("Strategic Assignment Settings","HOSPITAL_HEALING_RATE",5, 1, 12); gGameExternalOptions.ubBaseMedicalSkillToDealWithEmergency = iniReader.ReadInteger("Strategic Assignment Settings","BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY",20, 0, 100); gGameExternalOptions.ubMultiplierForDifferenceInLifeValueForEmergency = iniReader.ReadInteger("Strategic Assignment Settings","MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY",4, 1, 10); gGameExternalOptions.ubPointCostPerHealthBelowOkLife = iniReader.ReadInteger("Strategic Assignment Settings","POINT_COST_PER_HEALTH_BELOW_OKLIFE",2, 1, 5);//OKLIFE = 15 gGameExternalOptions.fAllowBandagingDuringTravel = iniReader.ReadBoolean("Strategic Assignment Settings","ALLOW_BANDAGING_DURING_TRAVEL", FALSE ); ////////// REPAIR ////////// gGameExternalOptions.ubRepairCostPerJam = iniReader.ReadInteger("Strategic Assignment Settings","REPAIR_POINT_COST_TO_FIX_WEAPON_JAM",2, 1, 10); gGameExternalOptions.ubRepairRateDivisor = iniReader.ReadInteger("Strategic Assignment Settings","REPAIR_RATE_DIVISOR",2500, 500, 25000); gGameExternalOptions.ubAssignmentUnitsPerDay = iniReader.ReadInteger("Strategic Assignment Settings","REPAIR_SESSIONS_PER_DAY",24, 1, 96); //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; //DBrot: settings for the new show remaining hostiles feature gGameExternalOptions.ubMarkerMode = iniReader.ReadInteger("Overhead Map Settings", "MARKER_MODE", 0, 0, 2); gGameExternalOptions.ubGridResolutionDay = iniReader.ReadInteger("Overhead Map Settings", "DAYTIME_PRECISION", 0, 0, 5); gGameExternalOptions.ubGridResolutionNight = iniReader.ReadInteger("Overhead Map Settings", "NIGHTTIME_PRECISION", 0, 0, 5); gGameExternalOptions.ubSoldiersLeft = iniReader.ReadInteger("Overhead Map Settings", "MAX_SOLDIERS_LEFT", 1, 1, 64); gGameExternalOptions.fRobotNoReadytime = iniReader.ReadBoolean("Tactical Gameplay Settings", "ROBOT_NO_READYTIME", FALSE); gGameExternalOptions.fUseXMLSquadNames = iniReader.ReadBoolean("Strategic Assignment Settings", "USE_XML_SQUADNAMES", FALSE); //dnl ch68 090913 Reinforcements minimum+random turn delay and minimum+random units enter for enemy and militia after they have been called gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 7, 0, 100); gGameExternalOptions.sRndDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_ENEMY_REINFORCEMENTS", 8, 0, 100); gGameExternalOptions.sMinEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64); gGameExternalOptions.sRndEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64); gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100); gGameExternalOptions.sRndDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100); gGameExternalOptions.sMinEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_MILITIA_REINFORCEMENTS", 6, 1, 64); gGameExternalOptions.sRndEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_MILITIA_REINFORCEMENTS", 4, 1, 64); //dnl ch68 090913 Don't allow permanent items removal from sector gGameExternalOptions.fNoRemoveRandomSectorItems = iniReader.ReadBoolean("Strategic GamePlay Settings", "NO_REMOVE_RANDOM_SECTOR_ITEMS", true, false); gGameExternalOptions.fArmyUsesTanksInAttacks = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_ATTACKS", FALSE); gGameExternalOptions.fArmyUsesTanksInPatrols = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_PATROLS", FALSE); gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 60, 0, 100); gGameExternalOptions.fArmyUsesJeepsInAttacks = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_ATTACKS", FALSE ); gGameExternalOptions.fArmyUsesJeepsInPatrols = iniReader.ReadBoolean( "Strategic Gameplay Settings", "ARMY_USES_JEEPS_IN_PATROLS", FALSE ); gGameExternalOptions.usJeepMinimumProgress = iniReader.ReadInteger( "Strategic Gameplay Settings", "JEEP_MINIMUM_PROGRESS", 30, 0, 100 ); // 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 // dnl ch51 081009 JA2 Debug Settings #ifdef _DEBUG gGameExternalOptions.fEnableInventoryPoolQ = TRUE; #else gGameExternalOptions.fEnableInventoryPoolQ = FALSE; #endif ////////// CLOCK SETTINGS ////////// // Key to artificially alter the clock so turns run faster STRING512 sFFKeyBuffer; iniReader.ReadString("Clock Settings", "FAST_FORWARD_KEY", NULL, sFFKeyBuffer, _countof(sFFKeyBuffer)); gGameExternalOptions.iFastForwardKey = ParseKeyString(sFFKeyBuffer); gGameExternalOptions.iFastForwardPeriod = (FLOAT)iniReader.ReadDouble("Clock Settings","FAST_FORWARD_PERIOD", 500, 1, 10000); gGameExternalOptions.fClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","CLOCK_SPEED_PERCENT", 150, 100, 300); gGameExternalOptions.iNotifyFrequency = iniReader.ReadInteger("Clock Settings","UPDATE_FREQUENCY", 16000, 1000, 20000); // sevenfm: improved auto fast forwarding gGameExternalOptions.fImprovedAutoFastForward = iniReader.ReadBoolean("Clock Settings","IMPROVED_AUTO_FAST_FORWARD", TRUE); } // SANDRO - externalization of all skill trait values and STOMP settings into separate file void LoadSkillTraitsExternalSettings() { CIniReader iniReader(STOMP_SETTINGS_FILE); gSkillTraitValues.ubMaxNumberOfTraits = iniReader.ReadInteger("Generic Traits Settings","MAX_NUMBER_OF_TRAITS", 5, 2, 30); gSkillTraitValues.ubNumberOfMajorTraitsAllowed = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED", 3, 2, gSkillTraitValues.ubMaxNumberOfTraits - 1); gSkillTraitValues.ubMaxNumberOfTraitsForIMP = iniReader.ReadInteger("Generic Traits Settings","MAX_NUMBER_OF_TRAITS_FOR_IMP", 3, 2, 30); gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP", 2, 2, gSkillTraitValues.ubMaxNumberOfTraitsForIMP - 1 ); // Allow an exception in number of traits for Special Merc? //gSkillTraitValues.fAllowSpecialMercTraitsException = iniReader.ReadBoolean("Generic Traits Settings","ALLOW_EXCEPTION_FOR_SPECIAL_MERC", TRUE); //gSkillTraitValues.ubSpecialMercID = iniReader.ReadInteger("Generic Traits Settings","SPECIAL_MERC_ID", 33, 0, 254); // 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); gSkillTraitValues.bCtHModifierRifles = iniReader.ReadInteger("Generic Traits Settings","RIFLES_CTH_MODIFIER", -5, -100, 100); gSkillTraitValues.bCtHModifierSMGs = iniReader.ReadInteger("Generic Traits Settings","SMGS_CTH_MODIFIER", -5, -100, 100); gSkillTraitValues.bCtHModifierLMGs = iniReader.ReadInteger("Generic Traits Settings","LMGS_CTH_MODIFIER", -10, -100, 100); gSkillTraitValues.bCtHModifierShotguns = iniReader.ReadInteger("Generic Traits Settings","SHOTGUNS_CTH_MODIFIER", -5, -100, 100); gSkillTraitValues.bCtHModifierPistols = iniReader.ReadInteger("Generic Traits Settings","PISTOLS_CTH_MODIFIER", -5, -100, 100); gSkillTraitValues.bCtHModifierMachinePistols = iniReader.ReadInteger("Generic Traits Settings","MACHINE_PISTOLS_CTH_MODIFIER", -5, -100, 100); gSkillTraitValues.bCtHModifierRocketLaunchers = iniReader.ReadInteger("Generic Traits Settings","ROCKET_LAUNCHERS_CTH_MODIFIER", -25, -100, 100); gSkillTraitValues.bCtHModifierGrenadeLaunchers = iniReader.ReadInteger("Generic Traits Settings","GRENADE_LAUNCHERS_CTH_MODIFIER", -25, -100, 100); gSkillTraitValues.sCtHModifierMortar = iniReader.ReadInteger("Generic Traits Settings","MORTAR_CTH_MODIFIER", -60, -500, 500); gSkillTraitValues.bCtHModifierThrowingKnives = iniReader.ReadInteger("Generic Traits Settings","THROWING_KNIVES_CTH_MODIFIER", -15, -100, 100); gSkillTraitValues.bCtHModifierThrowingGrenades = iniReader.ReadInteger("Generic Traits Settings","THROWING_GRENADES_CTH_MODIFIER", -10, -100, 100); gSkillTraitValues.bCtHModifierHtHAttack = iniReader.ReadInteger("Generic Traits Settings","HTH_ATTACK_CTH_MODIFIER", -15, -100, 100); gSkillTraitValues.bModifierDodgeHtHChance = iniReader.ReadInteger("Generic Traits Settings","CHANCE_TO_DODGE_HTH_MODIFIER", -10, -100, 100); gSkillTraitValues.bCtHModifierKnifeAttack = iniReader.ReadInteger("Generic Traits Settings","KNIFE_ATTACK_CTH_MODIFIER", -10, -100, 100); gSkillTraitValues.bModifierDodgeKnifeChance = iniReader.ReadInteger("Generic Traits Settings","CHANCE_TO_DODGE_KNIFE_MODIFIER", -10, -100, 100); gSkillTraitValues.bCtHModifierRobot = iniReader.ReadInteger("Generic Traits Settings","ROBOT_CTH_MODIFIER", -10, -100, 100); gSkillTraitValues.ubCtHPenaltyDualShot = iniReader.ReadInteger("Generic Traits Settings","DUAL_SHOT_CTH_PENALTY", 25, 0, 100); gSkillTraitValues.bPercentModifierHtHBreathLoss = iniReader.ReadInteger("Generic Traits Settings","PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER", -25, -100, 100); gSkillTraitValues.bPercentModifierBladesBreathLoss = iniReader.ReadInteger("Generic Traits Settings","PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER", -25, -100, 100); gSkillTraitValues.bPercentModifierBluntBreathLoss = iniReader.ReadInteger("Generic Traits Settings","PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER", -40, -100, 100); gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches = iniReader.ReadInteger("Generic Traits Settings","MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS", 3, 1, 10); gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes = iniReader.ReadInteger("Generic Traits Settings","MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS", 3, 1, 10); gSkillTraitValues.bSpeedModifierDoctoring = iniReader.ReadInteger("Generic Traits Settings","DOCTORING_SPEED_MODIFIER", -40, -100, 100); gSkillTraitValues.bSpeedModifierBandaging = iniReader.ReadInteger("Generic Traits Settings","BANDAGING_SPEED_MODIFIER", -30, -100, 100); gSkillTraitValues.bSpeedModifierRepairing = iniReader.ReadInteger("Generic Traits Settings","REPAIRING_SPEED_MODIFIER", -20, -100, 100); gSkillTraitValues.bSpeedModifierTrainingMilitia = iniReader.ReadInteger("Generic Traits Settings","TRAIN_MILITIA_MODIFIER", -10, -100, 100); gSkillTraitValues.bSpeedModifierTeachingOthers = iniReader.ReadInteger("Generic Traits Settings","TEACHING_OTHERS_MODIFIER", -15, -100, 100); gSkillTraitValues.bCheckModifierLockpicking = iniReader.ReadInteger("Generic Traits Settings","LOCKPICKING_CHECK_MODIFIER", -10, -100, 100); gSkillTraitValues.bCheckModifierAttachDetonators = iniReader.ReadInteger("Generic Traits Settings","ATTACHING_DETONATORS_CHECK_MODIFIER", -15, -100, 100); gSkillTraitValues.bCheckModifierSetExplosives = iniReader.ReadInteger("Generic Traits Settings","SET_EXPLOSIVES_CHECK_MODIFIER", -15, -100, 100); gSkillTraitValues.bCheckModifierDisarmExplosiveTraps = iniReader.ReadInteger("Generic Traits Settings","DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER", -15, -100, 100); gSkillTraitValues.bCheckModifierDisarmElectronicTraps = iniReader.ReadInteger("Generic Traits Settings","DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER", -15, -100, 100); gSkillTraitValues.bCheckModifierAttachSpecialItems = iniReader.ReadInteger("Generic Traits Settings","ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER", -15, -100, 100); gSkillTraitValues.bTanksDamageResistanceModifier = iniReader.ReadInteger("Generic Traits Settings","TANKS_DAMAGE_RESISTANCE_MODIFIER", 40, -100, 95); gSkillTraitValues.ubDamageNeededToLoseStats = iniReader.ReadInteger("Generic Traits Settings","DAMAGE_NEEDED_TO_LOSE_STATS", 15, 0, 100); // AUTO WEAPONS gSkillTraitValues.ubAWBonusCtHAssaultRifles = iniReader.ReadInteger("Auto Weapons","BONUS_CTH_ASSAULT_RIFLES", 5, 0, 100); gSkillTraitValues.ubAWBonusCtHSMGs = iniReader.ReadInteger("Auto Weapons","BONUS_CTH_SMGS", 5, 0, 100); gSkillTraitValues.ubAWBonusCtHLMGs = iniReader.ReadInteger("Auto Weapons","BONUS_CTH_LMGS", 5, 0, 100); gSkillTraitValues.ubAWAutoFirePenaltyReduction = iniReader.ReadInteger("Auto Weapons","AUTOFIRE_PENALTY_REDUCTION", 40, 0, 100); gSkillTraitValues.ubAWUnwantedBulletsReduction = iniReader.ReadInteger("Auto Weapons","UNWANTED_BULLETS_REDUCTION", 4, 0, 40); gSkillTraitValues.ubAWFiringSpeedBonusLMGs = iniReader.ReadInteger("Auto Weapons","FIRING_SPEED_BONUS_LMGS", 10, 0, 45); gSkillTraitValues.ubAWPercentReadyLMGReduction = iniReader.ReadInteger("Auto Weapons","PERCENT_AP_READY_LMG_REDUCTION", 10, 0, 45); // HEAVY WEAPONS gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction = iniReader.ReadInteger("Heavy Weapons","GRENADE_LAUNCHERS_FIRE_AP_REDUCTION", 20, 0, 45); gSkillTraitValues.ubHWRocketLaunchersAPsReduction = iniReader.ReadInteger("Heavy Weapons","ROCKET_LAUNCHERS_FIRE_AP_REDUCTION", 20, 0, 45); gSkillTraitValues.ubHWBonusCtHGrenadeLaunchers = iniReader.ReadInteger("Heavy Weapons","BONUS_CTH_GRENADE_LAUNCHERS", 25, 0, 100); gSkillTraitValues.ubHWBonusCtHRocketLaunchers = iniReader.ReadInteger("Heavy Weapons","BONUS_CTH_ROCKET_LAUNCHERS", 25, 0, 100); gSkillTraitValues.ubHWMortarAPsReduction = iniReader.ReadInteger("Heavy Weapons","MORTAR_FIRE_AP_REDUCTION", 10, 0, 45); gSkillTraitValues.ubHWMortarCtHPenaltyReduction = iniReader.ReadInteger("Heavy Weapons","MORTAR_CTH_PENALTY_REDUCTION", 50, 0, 100); gSkillTraitValues.ubHWDamageTanksBonusPercent = iniReader.ReadInteger("Heavy Weapons","DAMAGE_TO_TANKS_PERCENT_BONUS", 30, 0, 200); gSkillTraitValues.ubHWDamageBonusPercentForHW = iniReader.ReadInteger("Heavy Weapons","HW_DAMAGE_PERCENT_BONUS", 15, 0, 100); // SNIPER gSkillTraitValues.ubSNBonusCtHRifles = iniReader.ReadInteger("Sniper","BONUS_CTH_RIFLES", 5, 0, 100); gSkillTraitValues.ubSNBonusCtHSniperRifles = iniReader.ReadInteger("Sniper","BONUS_CTH_SNIPER_RIFLES", 10, 0, 100); gSkillTraitValues.ubSNEffRangeToTargetReduction = iniReader.ReadInteger("Sniper","EFFECTIVE_RANGE_TO_TARGET_REDUCTION", 5, 0, 45); gSkillTraitValues.ubSNAimingBonusPerClick = iniReader.ReadInteger("Sniper","AIMING_BONUS_PER_CLICK_RIFLES", 10, 0, 50); gSkillTraitValues.ubSNDamageBonusPerClick = iniReader.ReadInteger("Sniper","GUN_DAMAGE_BONUS_PER_CLICK", 5, 0, 50); gSkillTraitValues.ubSNDamageBonusFromNumClicks = iniReader.ReadInteger("Sniper","GUN_DAMAGE_BONUS_FROM_NUM_CLICKS", 4, 0, 8); gSkillTraitValues.ubSNChamberRoundAPsReduction = iniReader.ReadInteger("Sniper","CHAMBER_ROUND_APS_REDUCTION", 25, 0, 45); gSkillTraitValues.ubSNAimClicksAdded = iniReader.ReadInteger("Sniper","POSSIBLE_AIM_CLICK_ADDED_RIFLES", 1, 0, 3); // RANGER gSkillTraitValues.ubRABonusCtHRifles = iniReader.ReadInteger("Ranger","BONUS_CTH_RIFLES", 5, 0, 100); gSkillTraitValues.ubRABonusCtHShotguns = iniReader.ReadInteger("Ranger","BONUS_CTH_SHOTGUNS", 10, 0, 100); gSkillTraitValues.ubRAPumpShotgunsAPsReduction = iniReader.ReadInteger("Ranger","PUMP_SHOTGUNS_APS_REDUCTION", 25, 0, 45); gSkillTraitValues.ubRAFiringSpeedBonusShotguns = iniReader.ReadInteger("Ranger","FIRING_SPEED_BONUS_SHOTGUNS", 10, 0, 45); gSkillTraitValues.ubRAAimClicksAdded = iniReader.ReadInteger("Ranger","POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS", 1, 0, 3); gSkillTraitValues.ubRAEffectiveRangeBonusShotguns = iniReader.ReadInteger("Ranger","EFFECTIVE_RANGE_BONUS_SHOTGUNS", 10, 0, 100); gSkillTraitValues.ubRAReloadSpeedShotgunsManual = iniReader.ReadInteger("Ranger","RELOAD_SPEED_SHOTGUNS_MANUAL", 15, 0, 30); // GUNSLINGER gSkillTraitValues.ubGSFiringSpeedBonusPistols = iniReader.ReadInteger("Gunslinger","FIRING_SPEED_BONUS_PISTOLS", 15, 0, 45); gSkillTraitValues.ubGSEffectiveRangeBonusPistols = iniReader.ReadInteger("Gunslinger","EFFECTIVE_RANGE_BONUS_PISTOLS", 10, 0, 100); gSkillTraitValues.ubGSBonusCtHPistols = iniReader.ReadInteger("Gunslinger","BONUS_CTH_PISTOLS", 10, 0, 100); gSkillTraitValues.ubGSBonusCtHMachinePistols = iniReader.ReadInteger("Gunslinger","BONUS_CTH_MACHINE_PISTOLS", 5, 0, 100); gSkillTraitValues.ubGSCtHMPExcludeAuto = iniReader.ReadBoolean("Gunslinger","CTH_MP_EXCLUDE_AUTOFIRE", TRUE); gSkillTraitValues.ubGSAimingBonusPerClick = iniReader.ReadInteger("Gunslinger","AIMING_BONUS_PER_CLICK_HANDGUNS", 5, 0, 100); gSkillTraitValues.ubGSPercentReadyPistolsReduction = iniReader.ReadInteger("Gunslinger","PERCENT_AP_READY_PISTOLS_REDUCTION", 15, 0, 50); gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus = iniReader.ReadInteger("Gunslinger","RELOAD_SPEED_HANDGUNS_BONUS", 25, 0, 45); gSkillTraitValues.ubGSAimClicksAdded = iniReader.ReadInteger("Gunslinger","POSSIBLE_AIM_CLICK_ADDED_HANDGUNS", 1, 0, 3); // MARTIAL ARTS gSkillTraitValues.ubMAPunchAPsReduction = iniReader.ReadInteger("Martial Arts","PUNCH_APS_REDUCTION", 15, 0, 50); gSkillTraitValues.ubMABonusCtHBareHands = iniReader.ReadInteger("Martial Arts","BONUS_CTH_BARE_HANDS", 30, 0, 100); gSkillTraitValues.ubMABonusCtHBrassKnuckles = iniReader.ReadInteger("Martial Arts","BONUS_CTH_KNUCKLES", 25, 0, 100); gSkillTraitValues.ubMABonusDamageHandToHand = iniReader.ReadInteger("Martial Arts","BONUS_HTH_DAMAGE", 30, 0, 250); gSkillTraitValues.ubMABonusBreathDamageHandToHand = iniReader.ReadInteger("Martial Arts","BONUS_HTH_BREATH_DAMAGE", 30, 0, 250); gSkillTraitValues.usMALostBreathRegainPenalty = iniReader.ReadInteger("Martial Arts","LOST_BREATH_REGAIN_PENALTY", 50, 0, 10000); gSkillTraitValues.usMAAimedPunchDamageBonus = iniReader.ReadInteger("Martial Arts","AIMED_PUNCH_DAMAGE_BONUS", 75, 0, 3000); gSkillTraitValues.bMAAimedPunchCtHModifier = iniReader.ReadInteger("Martial Arts","AIMED_PUNCH_CTH_MODIFIER", 0, -100, 100); gSkillTraitValues.ubMAChanceToDodgeHtH = iniReader.ReadInteger("Martial Arts","BONUS_CHANCE_TO_DODGE_HTH", 35, 0, 250); gSkillTraitValues.ubMAOnTopCTDHtHBareHanded = iniReader.ReadInteger("Martial Arts","ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS", 5, 0, 250); gSkillTraitValues.ubMAOnTopCTDHtHBrassKnuckles = iniReader.ReadInteger("Martial Arts","ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES", 0, 0, 250); gSkillTraitValues.ubMAChanceToDodgeMelee = iniReader.ReadInteger("Martial Arts","BONUS_CHANCE_TO_DODGE_MELEE", 20, 0, 250); gSkillTraitValues.ubMAReducedAPsToSteal = iniReader.ReadInteger("Martial Arts","APS_TO_STEAL_WEAPON_REDUCTION", 25, 0, 50); 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_CHARGING_IN", 40, 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); // SQUADLEADER gSkillTraitValues.usSLRadiusNormal = iniReader.ReadInteger("Squadleader","BONUSES_RADIUS_NORMAL", 10, 2, 1000); gSkillTraitValues.usSLRadiusExtendedEar = iniReader.ReadInteger("Squadleader","BONUSES_RADIUS_EXTENDED_EAR", 20, 2, 1000); if( gSkillTraitValues.usSLRadiusExtendedEar < gSkillTraitValues.usSLRadiusNormal ) { gSkillTraitValues.usSLRadiusExtendedEar = gSkillTraitValues.usSLRadiusNormal; } 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.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); gSkillTraitValues.ubSLFearResistance = iniReader.ReadInteger("Squadleader","SL_FEAR_RESISTANCE", 50, 0, 100); gSkillTraitValues.ubSLDeathMoralelossMultiplier = iniReader.ReadInteger("Squadleader","SL_DEATH_MORALE_LOSS_MULTIPLIER", 1, 0, 10); // TECHNICIAN gSkillTraitValues.usTERepairSpeedBonus = iniReader.ReadInteger("Technician","REPAIR_SPEED_BONUS_PERCENT", 25, 0, 1000); gSkillTraitValues.usTELockpickingBonus = iniReader.ReadInteger("Technician","LOCKPICKING_BONUS", 30, 0, 1000); gSkillTraitValues.usTEDisarmElTrapBonus = iniReader.ReadInteger("Technician","DISARMING_ELECTRONIC_TRAPS_BONUS", 40, 0, 1000); gSkillTraitValues.usTEAttachingItemsBonus = iniReader.ReadInteger("Technician","COMBINING_ITEMS_BONUS", 40, 0, 1000); gSkillTraitValues.ubTEUnjamGunBonus = iniReader.ReadInteger("Technician","UNJAMMING_GUN_BONUS", 20, 0, 250); gSkillTraitValues.ubTERepairElectronicsPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_ELECTRONICS_PENALTY_REDUCTION", 50, 0, 100); gSkillTraitValues.ubTEChanceToDetectTrapsBonus = iniReader.ReadInteger("Technician","EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS", 2, 0, 10); gSkillTraitValues.ubTECtHControlledRobotBonus = iniReader.ReadInteger("Technician","ROBOT_CTH_BONUS", 10, 0, 100); gSkillTraitValues.ubTETraitsNumToRepairRobot = iniReader.ReadInteger("Technician","NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT", 1, 0, 2); gSkillTraitValues.ubTERepairRobotPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_SPEED_ROBOT_PENALTY_REDUCTION", 30, 0, 100); if (gSkillTraitValues.ubTETraitsNumToRepairRobot == 2) {gSkillTraitValues.ubTERepairRobotPenaltyReduction /= 2; } gSkillTraitValues.fTETraitsCanRestoreItemThreshold = iniReader.ReadBoolean( "Technician", "MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE ); // DOCTOR gSkillTraitValues.ubDONumberTraitsNeededForSurgery = iniReader.ReadInteger("Doctor","NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY", 1, 0, 2); gSkillTraitValues.ubDOSurgeryHealPercentBase = iniReader.ReadInteger("Doctor","BASE_PERCENT_SURGERY_HEAL", 10, 0, 100); gSkillTraitValues.ubDOSurgeryHealPercentOnTop = iniReader.ReadInteger("Doctor","ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT", 20, 0, 100); gSkillTraitValues.usDOSurgeryMedBagConsumption = iniReader.ReadInteger("Doctor","MEDICAL_BAG_CONSUMPTION_BY_SURGERY", 100, 0, 1000); gSkillTraitValues.usDOSurgeryMaxBreathLoss = iniReader.ReadInteger("Doctor","MAX_ENERGY_LOSS_FOR_LIFE_HEALED", 100, 0, 500); gSkillTraitValues.usDORepairStatsRateBasic = iniReader.ReadInteger("Doctor","REPAIR_STATS_RATE_BASIC", 20, 0, 1000); gSkillTraitValues.usDORepairStatsRateOnTop = iniReader.ReadInteger("Doctor","REPAIR_STATS_RATE_ONTOP", 40, 0, 1000); gSkillTraitValues.ubDORepStPenaltyIfAlsoHealing = iniReader.ReadInteger("Doctor","REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING", 50, 0, 100); gSkillTraitValues.ubDOHealingPenaltyIfAlsoStatRepair = iniReader.ReadInteger("Doctor","HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS", 50, 0, 100); gSkillTraitValues.fDORepStShouldThrowMessage = iniReader.ReadBoolean("Doctor","SHOW_MESSAGE_ABOUT_STATS_REGAINED", TRUE ); gSkillTraitValues.usDODoctorAssignmentBonus = iniReader.ReadInteger("Doctor","DOCTOR_ASSIGNMENT_BONUS_PERCENT", 25, 0, 500); gSkillTraitValues.ubDOBandagingSpeedPercent = iniReader.ReadInteger("Doctor","BANDAGING_SPEED_PERCENT", 30, 0, 250); gSkillTraitValues.ubDONaturalRegenBonus = iniReader.ReadInteger("Doctor","NATURAL_REGENERATION_IN_SECTOR_BONUS", 10, 0, 250); gSkillTraitValues.ubDOMaxRegenBonuses = iniReader.ReadInteger("Doctor","MAX_NATURAL_REGEN_BONUSES", 4, 1, 50); // AMBIDEXTROUS gSkillTraitValues.ubAMPenaltyDoubleReduction = iniReader.ReadInteger("Ambidextrous","PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION", 100, 0, 100); gSkillTraitValues.ubAMReloadSpeedMagazines = iniReader.ReadInteger("Ambidextrous","RELOAD_SPEED_WITH_MAGAZINE_BONUS", 20, 0, 90); gSkillTraitValues.ubAMReloadSpeedLoose = iniReader.ReadInteger("Ambidextrous","RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS", 33, 0, 90); gSkillTraitValues.ubAMPickItemsAPsReduction = iniReader.ReadInteger("Ambidextrous","PICK_ITEM_AP_REDUCTION", 33, 0, 90); gSkillTraitValues.ubAMWorkBackpackAPsReduction = iniReader.ReadInteger("Ambidextrous","WORK_BACKPACK_AP_REDUCTION", 33, 0, 90); gSkillTraitValues.ubAMHandleDoorsAPsReduction = iniReader.ReadInteger("Ambidextrous","HANDLE_DOORS_AP_REDUCTION", 33, 0, 90); gSkillTraitValues.ubAMHandleBombsAPsReduction = iniReader.ReadInteger("Ambidextrous","HANDLE_BOMBS_AP_REDUCTION", 33, 0, 90); gSkillTraitValues.ubAMAttachingItemsAPsReduction = iniReader.ReadInteger("Ambidextrous","ATTACH_ITEMS_AP_REDUCTION", 33, 0, 90); // MELEE gSkillTraitValues.ubMEBladesAPsReduction = iniReader.ReadInteger("Melee","BLADE_ATTACK_APS_REDUCTION", 20, 0, 100); gSkillTraitValues.ubMECtHBladesBonus = iniReader.ReadInteger("Melee","CTH_BLADES_BONUS", 40, 0, 100); gSkillTraitValues.ubMECtHBluntBonus = iniReader.ReadInteger("Melee","CTH_BLUNT_WEAPONS_BONUS", 30, 0, 200); gSkillTraitValues.ubMEDamageBonusBlades = iniReader.ReadInteger("Melee","DAMAGE_BONUS_BLADES", 30, 0, 250); gSkillTraitValues.ubMEDamageBonusBlunt = iniReader.ReadInteger("Melee","DAMAGE_BONUS_BLUNT_WEAPONS", 30, 0, 250); gSkillTraitValues.usMEAimedMeleeAttackDamageBonus = iniReader.ReadInteger("Melee","AIMED_MELEE_ATTACK_DAMAGE_BONUS", 50, 0, 1000); gSkillTraitValues.ubMEDodgeBladesBonus = iniReader.ReadInteger("Melee","BONUS_CHANCE_TO_DODGE_BLADES", 30, 0, 200); gSkillTraitValues.ubMECtDBladesOnTopWithBladeInHands = iniReader.ReadInteger("Melee","ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE", 20, 0, 200); gSkillTraitValues.ubMEDodgeBluntBonus = iniReader.ReadInteger("Melee","BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS", 20, 0, 200); gSkillTraitValues.ubMECtDBluntOnTopWithBladeInHands = iniReader.ReadInteger("Melee","ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE", 10, 0, 200); // THROWING gSkillTraitValues.ubTHBladesAPsReduction = iniReader.ReadInteger("Throwing","THROW_BLADE_APS_REDUCTION", 20, 0, 90); gSkillTraitValues.ubTHBladesMaxRange = iniReader.ReadInteger("Throwing","TH_BLADES_RANGE_BONUS", 15, 0, 200); gSkillTraitValues.ubTHBladesCtHBonus = iniReader.ReadInteger("Throwing","TH_BLADES_CTH_BONUS", 25, 0, 100); gSkillTraitValues.ubTHBladesCtHBonusPerClick = iniReader.ReadInteger("Throwing","TH_BLADES_CTH_BONUS_PER_AIM_CLICK", 5, 0, 100); gSkillTraitValues.ubTHBladesDamageBonus = iniReader.ReadInteger("Throwing","TH_BLADES_DAMAGE_BONUS", 20, 0, 250); gSkillTraitValues.ubTHBladesDamageBonusPerClick = iniReader.ReadInteger("Throwing","TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK", 10, 0, 100); gSkillTraitValues.ubTHBladesSilentCriticalHitChance = iniReader.ReadInteger("Throwing","TH_BLADES_SILENT_CRITICAL_HIT_CHANCE", 20, 0, 100); gSkillTraitValues.ubTHBladesCriticalHitMultiplierBonus = iniReader.ReadInteger("Throwing","SILENT_CRITICAL_HIT_MULTIPLIER_BONUS", 1, 0, 50); gSkillTraitValues.ubTHBladesAimClicksAdded = iniReader.ReadInteger("Throwing","POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES", 1, 0, 5); // NIGHT OPS gSkillTraitValues.ubNOeSightRangeBonusInDark = iniReader.ReadInteger("Night Ops","SIGHT_RANGE_BONUS_IN_DARK", 1, 0, 100); gSkillTraitValues.ubNOHearingRangeBonus = iniReader.ReadInteger("Night Ops","BASIC_HEARING_RANGE_BONUS", 1, 0, 100); gSkillTraitValues.ubNOHearingRangeBonusInDark = iniReader.ReadInteger("Night Ops","ONTOP_HEARING_RANGE_BONUS_IN_DARK", 2, 0, 100); gSkillTraitValues.ubNOIterruptsBonusInDark = iniReader.ReadInteger("Night Ops","INTERRUPTS_BONUS_IN_DARK", 2, 0, 10); gSkillTraitValues.ubNONeedForSleepReduction = iniReader.ReadInteger("Night Ops","NEED_FOR_SLEEP_REDUCTION", 3, 0, 10); // STEALTHY 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", 20, 0, 100); gSkillTraitValues.ubSTStealthPenaltyForMovingReduction = iniReader.ReadInteger("Stealthy","CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION", 25, 0, 100); // ATHLETICS gSkillTraitValues.ubATAPsMovementReduction = iniReader.ReadInteger("Athletics","APS_NEED_FOR_MOVEMENT_REDUCTION", 33, 0, 90); gSkillTraitValues.ubATBPsMovementReduction = iniReader.ReadInteger("Athletics","BPS_SPENT_FOR_MOVEMENT_REDUCTION", 33, 0, 90); // BODYBUILDING gSkillTraitValues.ubBBDamageResistance = iniReader.ReadInteger("Bodybuilding","DAMAGE_RESISTANCE", 20, 0, 90); gSkillTraitValues.ubBBCarryWeightBonus = iniReader.ReadInteger("Bodybuilding","CARRY_WEIGHT_BONUS", 30, 0, 250); gSkillTraitValues.ubBBBreathLossForHtHImpactReduction = iniReader.ReadInteger("Bodybuilding","BREATH_LOSS_FOR_HTH_HIT_REDUCTION", 50, 0, 100); gSkillTraitValues.usBBIncreasedNeededDamageToFallDown = iniReader.ReadInteger("Bodybuilding","INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS", 100, 0, 500); // DEMOLITIONS gSkillTraitValues.ubDEAPsNeededToThrowGrenadesReduction = iniReader.ReadInteger("Demolitions","APS_NEEDED_TO_THROW_GRENADES_REDUCTION", 25, 0, 90); gSkillTraitValues.ubDEMaxRangeToThrowGrenades = iniReader.ReadInteger("Demolitions","MAX_RANGE_TO_THROW_GRENADES", 20, 0, 250); gSkillTraitValues.ubDECtHWhenThrowingGrenades = iniReader.ReadInteger("Demolitions","CTH_WHEN_THROWING_GRENADES", 30, 0, 100); gSkillTraitValues.ubDEDamageOfBombsAndMines = iniReader.ReadInteger("Demolitions","DAMAGE_OF_PLACED_BOMBS_AND_MINES", 25, 0, 250); gSkillTraitValues.ubDEAttachDetonatorCheckBonus = iniReader.ReadInteger("Demolitions","ATTACH_DETONATOR_CHECK_BONUS", 50, 0, 250); gSkillTraitValues.ubDEPlantAndRemoveBombCheckBonus = iniReader.ReadInteger("Demolitions","PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS", 50, 0, 250); gSkillTraitValues.ubDEPlacedBombLevelBonus = iniReader.ReadInteger("Demolitions","PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS", 5, 0, 15); gSkillTraitValues.ubDEShapedChargeDamageMultiplier = iniReader.ReadInteger("Demolitions","SHAPED_CHARGE_DAMAGE_MULTIPLIER", 3, 1, 50); // TEACHING gSkillTraitValues.ubTGBonusToTrainMilitia = iniReader.ReadInteger("Teaching","BONUS_TO_TRAIN_MILITIA", 40, 0, 250); gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia = iniReader.ReadInteger("Teaching","EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING", 40, 0, 250); gSkillTraitValues.ubTGBonusToTeachOtherMercs = iniReader.ReadInteger("Teaching","BONUS_TO_TEACH_OTHER_MERCS", 40, 0, 250); gSkillTraitValues.ubTGEffectiveSkillValueForTeaching = iniReader.ReadInteger("Teaching","EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS", 25, 0, 100); gSkillTraitValues.ubTGBonusOnPractising = iniReader.ReadInteger("Teaching","BONUS_ON_PRACTISING", 25, 0, 250); // SCOUTING gSkillTraitValues.ubSCSightRangebonusWithScopes = iniReader.ReadInteger("Scouting","SIGHT_RANGE_INCREASED_WITH_SCOPES", 10, 0, 250); gSkillTraitValues.usSCSightRangebonusWithBinoculars = iniReader.ReadInteger("Scouting","SIGHT_RANGE_INCREASED_WITH_BINOCULARS", 40, 0, 1000); gSkillTraitValues.ubSCTunnelVisionReducedWithBinoculars = iniReader.ReadInteger("Scouting","TUNNEL_VISION_REDUCED_WITH_BINOCULARS", 20, 0, 250); gSkillTraitValues.fSCCanDetectEnemyPresenseAround = iniReader.ReadBoolean("Scouting","CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND", TRUE); gSkillTraitValues.fSCCanDetermineEnemyNumbersAround = iniReader.ReadBoolean("Scouting","CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND", TRUE); gSkillTraitValues.fSCDetectionInDiagonalSectors = iniReader.ReadBoolean("Scouting","ALLOW_DETECTION_IN_DIAGONAL_SECTORS", TRUE); gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs = iniReader.ReadBoolean("Scouting","PREVENTS_ENEMY_AMBUSHES", TRUE); gSkillTraitValues.fSCPreventsBloodcatsAmbushes = iniReader.ReadBoolean("Scouting","PREVENTS_BLOODCATS_AMBUSHES", TRUE); gSkillTraitValues.fSCThrowMessageIfAmbushPrevented = iniReader.ReadBoolean("Scouting","SHOW_MESSAGE_IF_AMBUSH_PREVENTED", TRUE); // Flugente: COVERT OPS gSkillTraitValues.sCOMeleeCTHBonus = iniReader.ReadInteger("Covert Ops","COVERT_MELEE_CTH_BONUS", 40, 0, 200); gSkillTraitValues.sCoMeleeInstakillBonus = iniReader.ReadInteger("Covert Ops","COVERT_MELEE_INSTAKILL_BONUS", 35, 0, 200); gSkillTraitValues.sCODisguiseAPReduction = iniReader.ReadInteger("Covert Ops","COVERT_DISGUISE_PERCENT_AP_REDUCTION", 20, 0, 50); gSkillTraitValues.sCOCloseDetectionRange = iniReader.ReadInteger("Covert Ops","COVERT_CLOSE_DETECTION_RANGE", 10, 0, 100); gSkillTraitValues.sCOCloseDetectionRangeSoldierCorpse = iniReader.ReadInteger("Covert Ops","COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE", 5, 0, 100); gSkillTraitValues.usCOEliteUncoverRadius = iniReader.ReadInteger("Covert Ops","COVERT_ELITES_UNCOVER_RADIUS", 6, 0, 20 ); gSkillTraitValues.fCODetectIfBleeding = iniReader.ReadBoolean("Covert Ops","COVERT_DETECTEDIFBLEEDING", FALSE ); // Flugente: RADIO OPERATOR gSkillTraitValues.fROAllowArtillery = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY", TRUE); gSkillTraitValues.fROArtilleryDistributedOverTurns = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS", FALSE); gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 20, 1440); gSkillTraitValues.usVOMortarCountDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_COUNT_DIVISOR", 6, 5, 20); gSkillTraitValues.usVOMortarShellDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SHELL_DIVISOR", 30, 2, 100); gSkillTraitValues.usVOMortarPointsAdmin = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ADMIN", 10, 0, 100); gSkillTraitValues.usVOMortarPointsTroop = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_TROOP", 15, 0, 100); gSkillTraitValues.usVOMortarPointsElite = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ELITE", 25, 0, 100); gSkillTraitValues.usVOMortarRadius = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_RADIUS", 10, 5, 100); gSkillTraitValues.usVOMortarSignalShellRadius = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS", 2, 2, 100); gSkillTraitValues.usVOReinforcementSetting = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_REINFORCEMENT_SETTING", 2, 0, 3 ); gSkillTraitValues.sVOScanAssignmentBaseRange = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE", 5, 0, 20); gSkillTraitValues.sVOListeningHearingBonus = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_LISTENING_HEARING_BONUS", 20, 0, 100); gSkillTraitValues.fVOJammingBlocksRemoteBombs = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS", FALSE); gSkillTraitValues.fVOEnemyVOSetsOffRemoteBombs = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS", TRUE); // anv: SNITCH gSkillTraitValues.ubSNTBaseChance = iniReader.ReadInteger("Snitch","BASE_CHANCE", 50, 0, 100); gSkillTraitValues.fSNTMercOpinionAboutSnitchBonusModifier = iniReader.ReadFloat("Snitch","MERC_OPINION_ABOUT_SNITCH_MODIFIER", 0.5, 0.0, 10.0); gSkillTraitValues.fSNTSnitchOpinionAboutMercBonusModifier = iniReader.ReadFloat("Snitch","SNITCH_OPINION_ABOUT_MERC_MODIFIER", 0.2f, 0.0f, 10.0f); gSkillTraitValues.fSNTSnitchLeadershipBonusModifer = iniReader.ReadFloat("Snitch","SNITCH_LEADERSHIP_BONUS_MODIFIER", 0.5, 0.0, 10.0); gSkillTraitValues.bSNTSociableMercBonus = iniReader.ReadInteger("Snitch","SOCIABLE_MERC_BONUS", 10, -100, 100); gSkillTraitValues.bSNTLonerMercBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -10, -100, 100); gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -20, -100, 100); gSkillTraitValues.bSNTMercOpinionAboutMercTreshold = iniReader.ReadInteger("Snitch","MERC_OPINION_ABOUT_MERC_TRESHOLD", -10, -25, 25); gSkillTraitValues.ubSNTPassiveReputationGain = iniReader.ReadInteger("Snitch","PASSIVE_REPUTATION_GAIN", 3, 0, 100); gSkillTraitValues.ubSNTHearingRangeBonus = iniReader.ReadInteger("Snitch","HEARING_RANGE_BONUS", 1, 0, 100); gSkillTraitValues.fSNTPrisonSnitchInterrogationMultiplier = iniReader.ReadFloat("Snitch","PRISON_SNITCH_INTERROGATION_MULTIPLIER", 3.0, 0.0, 10.0); gSkillTraitValues.fSNTPrisonSnitchGuardStrengthMultiplier = iniReader.ReadFloat("Snitch","PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER", 3.0, 0.0, 10.0); // Flugente: SURVIVAL gSkillTraitValues.ubSVGroupTimeSpentForTravellingFoot = iniReader.ReadInteger( "Survival", "GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION", 30, 0, 100 ); gSkillTraitValues.ubSVGroupTimeSpentForTravellingVehicle = iniReader.ReadInteger( "Survival", "GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION", 15, 0, 100 ); gSkillTraitValues.ubSVMaxBonusesToTravelSpeed = iniReader.ReadInteger( "Survival", "MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES", 2, 0, 20 ); gSkillTraitValues.ubSVBreathForTravellingReduction = iniReader.ReadInteger( "Survival", "ENERGY_SPENT_TRAVEL_REDUCTION", 50, 0, 100 ); gSkillTraitValues.ubSVWeatherPenaltiesReduction = iniReader.ReadInteger( "Survival", "WEATHER_PENALTIES_REDUCTION", 35, 0, 100 ); gSkillTraitValues.ubSVCamoWornountSpeedReduction = iniReader.ReadInteger( "Survival", "CAMO_WORNOUT_SPEED_REDUCTION", 75, 0, 100 ); gSkillTraitValues.usSVTrackerMaxRange = iniReader.ReadInteger( "Survival", "TRACKER_MAX_RANGE", 30, 0, 50 ); gSkillTraitValues.usSVTrackerAbility = iniReader.ReadInteger( "Survival", "TRACKER_ABILITY", 30, 0, 50 ); gSkillTraitValues.usSVDiseaseResistance = iniReader.ReadInteger( "Survival", "DISEASE_RESISTANCE", 10, 0, 100 ); gSkillTraitValues.sSVFoodConsumption = iniReader.ReadInteger( "Survival", "FOOD_CONSUMPTION", -20, -100, 100 ); gSkillTraitValues.sSVDrinkConsumption = iniReader.ReadInteger( "Survival", "DRINK_CONSUMPTION", -10, -100, 100 ); } //DBrot: Grids void LoadModSettings(){ CIniReader iniReader(MOD_SETTINGS_FILE); gModSettings.ubSAISpawnSectorX = iniReader.ReadInteger("AI", "STRATEGIC_AI_SPAWN_SECTOR_X", 3); gModSettings.ubSAISpawnSectorY = iniReader.ReadInteger("AI", "STRATEGIC_AI_SPAWN_SECTOR_Y", 16); gModSettings.ubHideoutSectorX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_X", 10, 1, 16); gModSettings.ubHideoutSectorY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Y", 1, 1, 16); gModSettings.ubHideoutSectorZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SECTOR_Z", 1, 0, 3); gModSettings.iHideoutExitGrid = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_EXIT", 12722); gModSettings.ubHideoutSurfaceX = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_X", 10, 1, 16); gModSettings.ubHideoutSurfaceY = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_Y", 1, 1, 16); gModSettings.ubHideoutSurfaceZ = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_SURFACE_Z", 0, 0, 3); gModSettings.iHideoutEntryGrid = iniReader.ReadInteger("Rebel Hideout", "HIDEOUT_ENTRY", 7887); gModSettings.iBasementEntry[0] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_1", 13362); gModSettings.iBasementEntry[1] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_2", 13363); gModSettings.iBasementEntry[2] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_3", 13364); gModSettings.iBasementEntry[3] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_4", 13365); gModSettings.iBasementEntry[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_5", 13525); gModSettings.iBasementEntry[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_6", 13524); gModSettings.iBasementEntry[6] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_7", 0); gModSettings.iBasementEntry[7] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_8", 0); gModSettings.iBasementEntry[8] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_9", 0); gModSettings.iBasementEntry[9] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_10", 0); gModSettings.iBasementExit[0] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_1", 8047); gModSettings.iBasementExit[1] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_2", 8207); gModSettings.iBasementExit[2] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_3", 8208); gModSettings.iBasementExit[3] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_4", 8048); gModSettings.iBasementExit[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_5", 7888); gModSettings.iBasementExit[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_6", 7728); gModSettings.iBasementExit[6] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_7", 7727); gModSettings.iBasementExit[7] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_8", 7567); gModSettings.iBasementExit[8] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_9", 0); gModSettings.iBasementExit[9] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_10", 0); gModSettings.iBasementExit[10] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_11", 0); gModSettings.iBasementExit[11] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_EXIT_12", 0); gModSettings.iFinalCrateGrid = iniReader.ReadInteger("Rebel Hideout", "FINAL_CRATE_GRID", 8207); gModSettings.usCrateTileDef = iniReader.ReadInteger("Rebel Hideout", "CRATE_TILE_DEF", 411); gModSettings.usTrapdoorTileDef = iniReader.ReadInteger("Rebel Hideout", "TRAPDOOR_TILE_DEF", 2041); gModSettings.ubOmertaDropOffX = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_X", 9); gModSettings.ubOmertaDropOffY = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Y", 1); gModSettings.ubOmertaDropOffZ = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Z", 0); gModSettings.iOmertaDropOff = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_GRIDNO", 4868); gModSettings.iAirportDropOff = iniReader.ReadInteger("Gear Dropoff", "AIRPORT_DROPOFF_GRIDNO", 10433); gModSettings.ubAirportX = iniReader.ReadInteger("Airport", "AIRPORT_X", 13); gModSettings.ubAirportY = iniReader.ReadInteger("Airport", "AIRPORT_Y", 2); gModSettings.iHeliSquadDropOff = iniReader.ReadInteger("Airport", "HELI_SQUAD_DROPOFF_GRIDNO", 10125); gModSettings.ubAirport2X = iniReader.ReadInteger("Airport", "AIRPORT2_X", 3); gModSettings.ubAirport2Y = iniReader.ReadInteger("Airport", "AIRPORT2_Y", 14); gModSettings.ubBobbyRShipDestSectorX = iniReader.ReadInteger("Bobby Ray", "BOBBYR_SHIPPING_DEST_SECTOR_X", 13); gModSettings.ubBobbyRShipDestSectorY = iniReader.ReadInteger("Bobby Ray", "BOBBYR_SHIPPING_DEST_SECTOR_Y", 2); gModSettings.ubBobbyRShipDestSectorZ = iniReader.ReadInteger("Bobby Ray", "BOBBYR_SHIPPING_DEST_SECTOR_Z", 0); gModSettings.iBobbyRShipDestGridNo = iniReader.ReadInteger("Bobby Ray", "BOBBYR_SHIPPING_DEST_GRIDNO", 10112); gModSettings.iPablosStolenDestGridNo = iniReader.ReadInteger("Bobby Ray", "PABLOS_STOLEN_DEST_GRIDNO", 1); gModSettings.iLostShipmentGridNo = iniReader.ReadInteger("Bobby Ray", "LOST_SHIPMENT_GRIDNO", 2); //[Omerta] gModSettings.iInitialMercArrivalLocation = iniReader.ReadInteger("Omerta", "INITIAL_MERC_ARRIVAL_LOCATION", 0); // silversurfer: If the mod has a dropoff tile defined use the mod value instead of the default from Ja2_Options.ini if( gModSettings.iInitialMercArrivalLocation != 0 ) gGameExternalOptions.iInitialMercArrivalLocation = gModSettings.iInitialMercArrivalLocation; //[Drassen] gModSettings.ubCarmenGiveRewardSectorX = iniReader.ReadInteger("Drassen", "CARMEN_GIVE_REWARD_SECTOR_X", 13); gModSettings.ubCarmenGiveRewardSectorY = iniReader.ReadInteger("Drassen", "CARMEN_GIVE_REWARD_SECTOR_Y", 3); gModSettings.ubCarmenGiveRewardSectorZ = iniReader.ReadInteger("Drassen", "CARMEN_GIVE_REWARD_SECTOR_Z", 0); //[Alma] gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472); gModSettings.ubInitialPOWSectorX = iniReader.ReadInteger("Alma", "INITIAL_POW_SECTOR_X", 13); gModSettings.ubInitialPOWSectorY = iniReader.ReadInteger("Alma", "INITIAL_POW_SECTOR_Y", 9); gModSettings.iInitialPOWGridNo[0] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_1", 9208); gModSettings.iInitialPOWGridNo[1] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_2", 9688); gModSettings.iInitialPOWGridNo[2] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_3", 9215); gModSettings.iInitialPOWItemGridNo[0] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_1", 12246); gModSettings.iInitialPOWItemGridNo[1] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_2", 12406); gModSettings.iInitialPOWItemGridNo[2] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_3", 12086); //[Grumm] //[Tixa] gModSettings.ubTixaPrisonSectorX = iniReader.ReadInteger("Tixa", "PRISON_SECTOR_X", 9); gModSettings.ubTixaPrisonSectorY = iniReader.ReadInteger("Tixa", "PRISON_SECTOR_Y", 10); gModSettings.ubDyanmoCaptiveSectorX = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_X", 9); gModSettings.ubDyanmoCaptiveSectorY = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_Y", 10); gModSettings.ubDyanmoCaptiveSectorZ = iniReader.ReadInteger("Tixa", "DYNAMO_CAPTIVE_SECTOR_Z", 0); //[Cambria] gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8); gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6); gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0); gModSettings.ubAddRatSectorX = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_X", 9); gModSettings.ubAddRatSectorY = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_Y", 7); gModSettings.ubAddRatSectorZ = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_Z", 0); //[San Mona] gModSettings.usPornShopRoomHans = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_HANS", 49); gModSettings.iHansGridNo = iniReader.ReadInteger("San Mona", "HANS_POSITION", 13523); gModSettings.usPornShopRoomBrenda = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_BRENDA", 47); gModSettings.usPornShopRoomTony = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_TONY", 50); gModSettings.ubPornShopTonySectorX = iniReader.ReadInteger("San Mona", "PORN_SHOP_TONY_SECTOR_X", 5); gModSettings.ubPornShopTonySectorY = iniReader.ReadInteger("San Mona", "PORN_SHOP_TONY_SECTOR_Y", 3); gModSettings.ubPornShopTonySectorZ = iniReader.ReadInteger("San Mona", "PORN_SHOP_TONY_SECTOR_Z", 0); gModSettings.iPornShopEntranceGridNo = iniReader.ReadInteger("San Mona", "PORN_SHOP_ENTRANCE_GRIDNO", 13531); gModSettings.iKyleMoneyGridNo = iniReader.ReadInteger("San Mona", "KYLE_MONEY_POSITION", 14952); gModSettings.usLeatherShop = iniReader.ReadInteger("San Mona", "ANGELS_LEATHERSHOP", 2); gModSettings.ubBrothelSectorX = iniReader.ReadInteger("San Mona", "BROTHEL_SECTOR_X", 5); gModSettings.ubBrothelSectorY = iniReader.ReadInteger("San Mona", "BROTHEL_SECTOR_Y", 3); gModSettings.iBambiDoorGridNo = iniReader.ReadInteger("San Mona", "DOOR_TO_BAMBIS_ROOM", 12290); gModSettings.iCarlaDoorGridNo = iniReader.ReadInteger("San Mona", "DOOR_TO_CARLAS_ROOM", 13413); gModSettings.iCindyDoorGridNo = iniReader.ReadInteger("San Mona", "DOOR_TO_CINDYS_ROOM", 11173); gModSettings.iMariaDoorGridNo = iniReader.ReadInteger("San Mona", "DOOR_TO_MARIAS_ROOM", 10852); gModSettings.usBrothelRoomRangeStart = iniReader.ReadInteger("San Mona", "FIRST_ROOM_IN_BROTHEL", 91); gModSettings.usBrothelRoomRangeEnd = iniReader.ReadInteger("San Mona", "LAST_ROOM_IN_BROTHEL", 119); gModSettings.usBrothelGuardRoom = iniReader.ReadInteger("San Mona", "BROTHEL_GUARD_ROOM", 110); gModSettings.iBrothelDoor1 = iniReader.ReadInteger("San Mona", "BROTHEL_DOOR_1", 11010); gModSettings.iBrothelDoor2 = iniReader.ReadInteger("San Mona", "BROTHEL_DOOR_2", 11176); gModSettings.iBrothelDoor3 = iniReader.ReadInteger("San Mona", "BROTHEL_DOOR_3", 11177); gModSettings.ubKingpinHouseSectorX = iniReader.ReadInteger("San Mona", "KINGPIN_HOUSE_SECTOR_X", 5); gModSettings.ubKingpinHouseSectorY = iniReader.ReadInteger("San Mona", "KINGPIN_HOUSE_SECTOR_Y", 4); gModSettings.ubKingpinHouseSectorZ = iniReader.ReadInteger("San Mona", "KINGPIN_HOUSE_SECTOR_Z", 0); gModSettings.usKingpinRoomRangeStart = iniReader.ReadInteger("San Mona", "FIRST_ROOM_IN_KINGPIN_HOUSE", 30); gModSettings.usKingpinRoomRangeEnd = iniReader.ReadInteger("San Mona", "LAST_ROOM_IN_KINGPIN_HOUSE", 39); gModSettings.iKingpinRingTile = iniReader.ReadInteger("San Mona", "KINGPIN_RING_TILE", 10763); gModSettings.ubKingpinMoneySectorX = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_X", 5); gModSettings.ubKingpinMoneySectorY = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Y", 4); gModSettings.ubKingpinMoneySectorZ = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Z", 1); gModSettings.ubJoeyPrimarySectorX = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_X", 4); gModSettings.ubJoeyPrimarySectorY = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Y", 4); gModSettings.ubJoeyPrimarySectorZ = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Z", 1); gModSettings.ubJoeyAlternateSectorX = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_X", 5); gModSettings.ubJoeyAlternateSectorY = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Y", 3); gModSettings.ubJoeyAlternateSectorZ = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Z", 0); gModSettings.ubSpikeNewSectorX = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_X", 5); gModSettings.ubSpikeNewSectorY = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Y", 3); gModSettings.ubSpikeNewSectorZ = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Z", 0); gModSettings.ubAddIggySectorX = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_X", 5); gModSettings.ubAddIggySectorY = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_Y", 3); gModSettings.ubAddIggySectorZ = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_Z", 0); //[Estoni] //[Orta] //[Balime] //[Meduna] gModSettings.ubQueenBasementSectorX = iniReader.ReadInteger("Meduna", "QUEEN_BASEMENT_SECTOR_X", 3); gModSettings.ubQueenBasementSectorY = iniReader.ReadInteger("Meduna", "QUEEN_BASEMENT_SECTOR_Y", 16); gModSettings.ubQueenBasementSectorZ = iniReader.ReadInteger("Meduna", "QUEEN_BASEMENT_SECTOR_Z", 1); gModSettings.iQueenAlternateGridNo = iniReader.ReadInteger("Meduna", "QUEEN_ALTERNATE_GRIDNO", 11448); //[Chitzena] gModSettings.ubWeaponCache1X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_X", 11); gModSettings.ubWeaponCache1Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_Y", 5); gModSettings.ubWeaponCache2X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_X", 5); gModSettings.ubWeaponCache2Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_Y", 8); gModSettings.ubWeaponCache3X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_X", 10); gModSettings.ubWeaponCache3Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_Y", 8); gModSettings.ubWeaponCache4X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_X", 12); gModSettings.ubWeaponCache4Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_Y", 10); gModSettings.ubWeaponCache5X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_X", 9); gModSettings.ubWeaponCache5Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_Y", 13); gModSettings.ubMeanwhilePalaceSectorX = iniReader.ReadInteger("Meanwhile", "PALACE_SECTOR_X", 3); gModSettings.ubMeanwhilePalaceSectorY = iniReader.ReadInteger("Meanwhile", "PALACE_SECTOR_Y", 16); gModSettings.ubMeanwhileInterrogatePOWSectorX = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_SECTOR_X", 7); gModSettings.ubMeanwhileInterrogatePOWSectorY = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_SECTOR_Y", 14); gModSettings.iMeanwhileInterrogatePOWGridNo[0] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_1", 7756); gModSettings.iMeanwhileInterrogatePOWGridNo[1] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_2", 7757); gModSettings.iMeanwhileInterrogatePOWGridNo[2] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_3", 7758); gModSettings.iMeanwhileInterrogatePOWItemGridNo[0] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_1", 12089); gModSettings.iMeanwhileInterrogatePOWItemGridNo[1] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_2", 12089); gModSettings.iMeanwhileInterrogatePOWItemGridNo[2] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_3", 12089); gModSettings.ubMeanwhileMedunaOutskirtsRowMinX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_MIN_X", 2); gModSettings.ubMeanwhileMedunaOutskirtsRowMaxX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_MAX_X", 6); gModSettings.ubMeanwhileMedunaOutskirtsRowY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_Y", 13); gModSettings.ubMeanwhileMedunaOutskirtsColX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_X", 6); gModSettings.ubMeanwhileMedunaOutskirtsColMinY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_MIN_Y", 14); gModSettings.ubMeanwhileMedunaOutskirtsColMaxY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_MAX_Y", 14); gModSettings.ubMeanwhileAddMadlabSector1X = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_1_X", 7); gModSettings.ubMeanwhileAddMadlabSector1Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_1_Y", 8); gModSettings.ubMeanwhileAddMadlabSector2X = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_2_X", 16); gModSettings.ubMeanwhileAddMadlabSector2Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_2_Y", 8); gModSettings.ubMeanwhileAddMadlabSector3X = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_3_X", 11); gModSettings.ubMeanwhileAddMadlabSector3Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_3_Y", 9); gModSettings.ubMeanwhileAddMadlabSector4X = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_4_X", 4); gModSettings.ubMeanwhileAddMadlabSector4Y = iniReader.ReadInteger("Meanwhile", "ADD_MADLAB_SECTOR_4_Y", 5); gModSettings.AllMeanwhileCutscene = iniReader.ReadBoolean("Meanwhile", "ALL_MEANWHILE_CUTSCENE", TRUE); gModSettings.CreatureMeanwhileCutscene = iniReader.ReadBoolean("Meanwhile", "CREATURE_MEANWHILE_CUTSCENE", TRUE); //[End Game] gModSettings.ubEndGameVictorySectorX = iniReader.ReadInteger("End Game", "VICTORY_SECTOR_X", 3); gModSettings.ubEndGameVictorySectorY = iniReader.ReadInteger("End Game", "VICTORY_SECTOR_Y", 16); gModSettings.iEndGameVictoryGridNo = iniReader.ReadInteger("End Game", "VICTORY_POSITION", 5687); // [ASD] gModSettings.usASDSupplyArrivalSectorX = iniReader.ReadInteger( "ASD", "ASD_SUPPLY_ARRIVAL_SECTOR_X", 3, 1, 16 ); gModSettings.usASDSupplyArrivalSectorY = iniReader.ReadInteger( "ASD", "ASD_SUPPLY_ARRIVAL_SECTOR_Y", 14, 1, 16 ); // [Enemy Heli] gModSettings.usEnemyHeliBaseSectorX = iniReader.ReadInteger( "Enemy Heli", "ENEMYHELI_BASE_X", 3, 1, 16 ); gModSettings.usEnemyHeliBaseSectorY = iniReader.ReadInteger( "Enemy Heli", "ENEMYHELI_BASE_Y", 14, 1, 16 ); gModSettings.sEnemyHeliBaseParkGridno[0] = iniReader.ReadInteger( "Enemy Heli", "ENEMYHELI_BASE_PARKPOSITION_1", 18475, -1, 2147483647 ); gModSettings.sEnemyHeliBaseParkGridno[1] = iniReader.ReadInteger( "Enemy Heli", "ENEMYHELI_BASE_PARKPOSITION_2", 18469, -1, 2147483647 ); gModSettings.sEnemyHeliBaseParkTileIndex = iniReader.ReadInteger( "Enemy Heli", "ENEMYHELI_BASE_PARK_TILEINDEX", 1689, -1, 50000 ); } // silversurfer: load item property modifiers void LoadItemSettings() { CIniReader iniReader(ITEM_SETTINGS_FILE); // -------------- COMMON MODIFIERS ---------------- gItemSettings.fBestLaserRangeModifier = iniReader.ReadFloat ("Common Settings","BEST_LASER_RANGE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.usBasicDeprecateChance = iniReader.ReadInteger("Common Settings","BASIC_DEPRECIATE_CHANCE", 15, 1, 10000 ); // -------------- WEAPON MODIFIERS ---------------- // weapon overheating modifiers // --------- NOT GUNS (e.g Tank Cannon!) ---------- gItemSettings.fOverheatJamThresholdModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_NOT_GUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_NOT_GUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_NOT_GUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_NOT_GUN_MODIFIER", 1.0f, 0.1f, 10.0f); // --------- PISTOLS ---------- gItemSettings.fOverheatJamThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f); // ----- MACHINE PISTOLS ------ gItemSettings.fOverheatJamThresholdModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_MP_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_MP_MODIFIER", 1.0f, 0.1f, 10.0f); // ---------- SMGS ------------ gItemSettings.fOverheatJamThresholdModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SMG_MODIFIER", 1.0f, 0.1f, 10.0f); // --------- RIFLES ----------- gItemSettings.fOverheatJamThresholdModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f); // ------ SNIPER RIFLES ------- gItemSettings.fOverheatJamThresholdModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f); // ------ ASSAULT RIFLES ------ gItemSettings.fOverheatJamThresholdModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_AR_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_AR_MODIFIER", 1.0f, 0.1f, 10.0f); // ---------- LMGS ------------ gItemSettings.fOverheatJamThresholdModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LMG_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LMG_MODIFIER", 1.0f, 0.1f, 10.0f); // -------- SHOTGUNS ---------- gItemSettings.fOverheatJamThresholdModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f); // -------- LAUNCHERs --------- gItemSettings.fOverheatJamThresholdModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatDamageThresholdModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatTemperatureModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f); gItemSettings.fOverheatCooldownModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f); // weapon range modifiers gItemSettings.fRangeModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","RANGE_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RANGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // -------- LAUNCHERs --------- gItemSettings.fRangeModifierLauncher = iniReader.ReadFloat ("Weapon Settings","RANGE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRangeModifierThrowingKnife = iniReader.ReadFloat( "Weapon Settings", "RANGE_THROWINGKNIFE_MODIFIER", 1.0f, 0.1f, 5.0f ); // throwing hand grenades gItemSettings.fRangeModifierGrenade = iniReader.ReadFloat ("Weapon Settings","RANGE_GRENADE_MODIFIER", 1.0f, 0.1f, 5.0f); // weapon damage modifiers // ----------- GUNS ----------- gItemSettings.fDamageModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // ----------- MELEE ---------- gItemSettings.fDamageModifierBlade = iniReader.ReadFloat ("Weapon Settings","DAMAGE_BLADE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierPunch = iniReader.ReadFloat ("Weapon Settings","DAMAGE_PUNCH_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageModifierTentacle = iniReader.ReadFloat ("Weapon Settings","DAMAGE_TENTACLE_MODIFIER", 1.0f, 0.1f, 5.0f); // APs needed for a single attack modifiers gItemSettings.fShotsPer4TurnsModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","SP4T_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","SP4T_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","SP4T_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","SP4T_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","SP4T_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","SP4T_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierLauncher = iniReader.ReadFloat ("Weapon Settings","SP4T_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierBlade = iniReader.ReadFloat ("Weapon Settings","SP4T_BLADE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierPunch = iniReader.ReadFloat ("Weapon Settings","SP4T_PUNCH_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierTentacle = iniReader.ReadFloat ("Weapon Settings","SP4T_TENTACLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fShotsPer4TurnsModifierThrowKnife = iniReader.ReadFloat ("Weapon Settings","SP4T_THROWKNIFE_MODIFIER", 1.0f, 0.1f, 5.0f); // Burst AP modifiers gItemSettings.fBurstAPModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fBurstAPModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // Auto Fire AP modifiers gItemSettings.fAFShotsPer5APModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAFShotsPer5APModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // AP to Reload modifiers gItemSettings.fAPtoReloadModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadModifierLauncher = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f); // AP to re-chamber/pump modifiers gItemSettings.fAPtoReloadManuallyModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fAPtoReloadManuallyModifierLauncher = iniReader.ReadFloat ("Weapon Settings","AP_RELOAD_MAN_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f); // max distance for messy death modifiers gItemSettings.fDistMessyModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDistMessyModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","DIST_MESSY_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // weapon handling modifiers gItemSettings.fHandlingModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","HANDLING_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","HANDLING_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","HANDLING_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","HANDLING_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","HANDLING_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","HANDLING_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","HANDLING_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","HANDLING_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","HANDLING_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fHandlingModifierLauncher = iniReader.ReadFloat ("Weapon Settings","HANDLING_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f); // weapon recoil modifiers // --------- NOT GUNS ---------- gItemSettings.fRecoilXModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","RECOILX_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[NOT_GUN] = iniReader.ReadFloat ("Weapon Settings","RECOILY_NOT_GUN_MODIFIER", 1.0f, 0.1f, 5.0f); // --------- PISTOLS ---------- gItemSettings.fRecoilXModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RECOILX_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RECOILY_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f); // ----- MACHINE PISTOLS ------ gItemSettings.fRecoilXModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RECOILX_MP_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RECOILY_MP_MODIFIER", 1.0f, 0.1f, 5.0f); // ---------- SMGS ------------ gItemSettings.fRecoilXModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RECOILX_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RECOILY_SMG_MODIFIER", 1.0f, 0.1f, 5.0f); // --------- RIFLES ----------- gItemSettings.fRecoilXModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILX_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILY_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f); // ------ SNIPER RIFLES ------- gItemSettings.fRecoilXModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILX_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILY_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f); // ------ ASSAULT RIFLES ------ gItemSettings.fRecoilXModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILX_AR_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RECOILY_AR_MODIFIER", 1.0f, 0.1f, 5.0f); // ---------- LMGS ------------ gItemSettings.fRecoilXModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RECOILX_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RECOILY_LMG_MODIFIER", 1.0f, 0.1f, 5.0f); // -------- SHOTGUNS ---------- gItemSettings.fRecoilXModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RECOILX_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fRecoilYModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RECOILY_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f); // -------------- ARMOR MODIFIERS ---------------- gItemSettings.fCamoLBEoverVestModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_VEST_MODIFIER", 0.2f, 0.0f, 1.0f); gItemSettings.fCamoLBEoverPantsModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_PANTS_MODIFIER", 0.2f, 0.0f, 1.0f); // ------------ EXPLOSIVE MODIFIERS -------------- gItemSettings.fDamageHealthModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageBreathModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f); gItemSettings.fDamageHealthMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f); gItemSettings.fDamageBreathMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f); } INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse) { //CHRISL: This function will dynamically adjust all the APBPConstant values based on the AP_MAXIMUM value. This way // if you want to use a 50AP system instead of the default, you only need to alter one value in the INI file and all // the other values will automatically be updated to reflect the new max value. The way I've coded this, however, if // you set your own value, you'll override this dynamic system. //if(iniReadValue == iniDefaultValue) // sevenfm: disabled check { if(!reverse) iniReadValue = (INT16)(((FLOAT)iniReadValue*(FLOAT)APBPConstants[AP_MAXIMUM]/100)+(iniReadValue<0?-.5:.5)); else iniReadValue = (INT16)(((FLOAT)iniReadValue/(FLOAT)APBPConstants[AP_MAXIMUM]*100)+(iniReadValue<0?-.5:.5)); } return iniReadValue; } void LoadGameAPBPConstants() { // WDS - Chris you should fix up the ReadIntegers below to have valid min/max values. CIniReader iniReader(AP_BP_CONSTANTS_FILE); //CHRISL: To allow for dynamic settings, we need to switch AP_MAXIMUM and AP_MINIMUM so that only the max value needs // to be changed to effect the entire system. This will require a change in the ENUM so that we can use a loop to // modify the remaining values. APBPConstants[AP_MAXIMUM] = iniReader.ReadInteger("APConstants","AP_MAXIMUM",100, 25, 250); //CHRISL: Once we've loaded the AP_MAXIMUM value, we can use it to modifiy all the remaining values APBPConstants[AP_MINIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MINIMUM",40, 10, 100),40); // WANNE: Externalized minimum APs to get an interrupt APBPConstants[MIN_APS_TO_INTERRUPT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","MIN_APS_TO_INTERRUPT",16),16); APBPConstants[AP_MONSTER_MAXIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MONSTER_MAXIMUM",160),160); APBPConstants[AP_VEHICLE_MAXIMUM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_VEHICLE_MAXIMUM",200),200); APBPConstants[MAX_AP_CARRIED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","MAX_AP_CARRIED",20),20); //CHRISL: The following five values are actually used as percentile adjustments so we don't want to dynamically alter // them. I.E. 9 actually means 90% of the calculated APs. 15 = 150%. etc. APBPConstants[AP_YOUNG_MONST_FACTOR] = iniReader.ReadInteger("APConstants","AP_YOUNG_MONST_FACTOR",15); APBPConstants[AP_MONST_FRENZY_FACTOR] = iniReader.ReadInteger("APConstants","AP_MONST_FRENZY_FACTOR",13); APBPConstants[AP_CLAUSTROPHOBE] = iniReader.ReadInteger("APConstants","AP_CLAUSTROPHOBE",9); APBPConstants[AP_AFRAID_OF_INSECTS] = iniReader.ReadInteger("APConstants","AP_AFRAID_OF_INSECTS",8); APBPConstants[AP_WRONG_MAG] = iniReader.ReadInteger("APConstants","AP_WRONG_MAG",15); APBPConstants[AP_EXCHANGE_PLACES] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXCHANGE_PLACES",20),20); APBPConstants[AP_REVERSE_MODIFIER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_REVERSE_MODIFIER",4),4); APBPConstants[AP_STEALTH_MODIFIER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_STEALTH_MODIFIER",8),8); APBPConstants[AP_STEAL_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_STEAL_ITEM",56),56); APBPConstants[AP_TAKE_BLOOD] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TAKE_BLOOD",40),40); APBPConstants[AP_TALK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_TALK",24),24); APBPConstants[AP_MOVEMENT_FLAT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_FLAT",12),12); APBPConstants[AP_MOVEMENT_GRASS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_GRASS",14),14); APBPConstants[AP_MOVEMENT_BUSH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_BUSH",18),18); APBPConstants[AP_MOVEMENT_RUBBLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_RUBBLE",24),24); APBPConstants[AP_MOVEMENT_SHORE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_SHORE",28),28); APBPConstants[AP_MOVEMENT_LAKE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_LAKE",36),36); APBPConstants[AP_MOVEMENT_OCEAN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MOVEMENT_OCEAN",32),32); APBPConstants[AP_MODIFIER_RUN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_RUN",-8),-8); APBPConstants[AP_MODIFIER_WALK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MODIFIER_WALK",-4),-4); 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); APBPConstants[AP_REFUEL_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_REFUEL_VEHICLE",40),40); APBPConstants[AP_RADIO] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RADIO",20),20); APBPConstants[AP_CROUCH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CROUCH",6),6); APBPConstants[AP_PRONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PRONE",8),8); APBPConstants[AP_LOOK_STANDING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_STANDING",4),4); APBPConstants[AP_LOOK_CROUCHED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_CROUCHED",6),6); APBPConstants[AP_LOOK_PRONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOOK_PRONE",8),8); APBPConstants[AP_READY_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_READY_KNIFE",0),0); APBPConstants[AP_READY_DUAL] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_READY_DUAL",4),4); APBPConstants[AP_MIN_AIM_ATTACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MIN_AIM_ATTACK",0),0); APBPConstants[AP_DROP_BOMB] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DROP_BOMB",12),12); APBPConstants[AP_RELOAD_GUN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RELOAD_GUN",20),20); APBPConstants[AP_START_FIRST_AID] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_FIRST_AID",20),20); APBPConstants[AP_START_REPAIR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_REPAIR",20),20); //CHRISL: This value is a divisor which should not be dynamically altered based on maxAP APBPConstants[AP_GET_WOUNDED_DIVISOR] = iniReader.ReadInteger("APConstants","AP_GET_WOUNDED_DIVISOR",1); APBPConstants[AP_FALL_DOWN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FALL_DOWN",16),16); APBPConstants[AP_OPEN_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_OPEN_DOOR",12),12); APBPConstants[AP_PICKLOCK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PICKLOCK",40),40); APBPConstants[AP_EXAMINE_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXAMINE_DOOR",20),20); APBPConstants[AP_BOOT_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BOOT_DOOR",32),32); APBPConstants[AP_USE_CROWBAR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USE_CROWBAR",40),40); APBPConstants[AP_UNLOCK_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNLOCK_DOOR",24),24); APBPConstants[AP_LOCK_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOCK_DOOR",24),24); APBPConstants[AP_EXPLODE_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXPLODE_DOOR",40),40); APBPConstants[AP_UNTRAP_DOOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNTRAP_DOOR",40),40); APBPConstants[AP_USEWIRECUTTERS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USEWIRECUTTERS",40),40); APBPConstants[AP_CLIMBROOF] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLIMBROOF",40),40); APBPConstants[AP_CLIMBOFFROOF] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLIMBOFFROOF",24),24); APBPConstants[AP_JUMPFENCE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPFENCE",24),24); APBPConstants[AP_JUMPFENCEBPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPFENCEBPACK",32),32); APBPConstants[AP_USE_REMOTE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_USE_REMOTE",8),8); APBPConstants[AP_PULL_TRIGGER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PULL_TRIGGER",8),8); APBPConstants[AP_PUNCH] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PUNCH",16),16); APBPConstants[AP_PICKUP_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_PICKUP_ITEM",12),12); APBPConstants[AP_GIVE_ITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_GIVE_ITEM",4),4); APBPConstants[AP_BURY_MINE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BURY_MINE",30),30); APBPConstants[AP_DISARM_MINE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DISARM_MINE",40),40); APBPConstants[AP_DRINK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DRINK",20),20); APBPConstants[AP_CAMOFLAGE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CAMOFLAGE",40),40); APBPConstants[AP_START_RUN_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_START_RUN_COST",4),4); APBPConstants[AP_ATTACH_CAN] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_ATTACH_CAN",20),20); APBPConstants[AP_JUMP_OVER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMP_OVER",20),20); APBPConstants[AP_BACK_PACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_BACK_PACK",12),12); APBPConstants[AP_OPEN_ZIPPER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_OPEN_ZIPPER",24),24); APBPConstants[AP_CLOSE_ZIPPER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLOSE_ZIPPER",28),28); APBPConstants[AP_CLICK_AIM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLICK_AIM",4),4); // HEADROCK HAM 3.1: Separate costs for each aiming click (when using a scope): APBPConstants[AP_FIRST_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FIRST_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_SECOND_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SECOND_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_THIRD_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_THIRD_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_FOURTH_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FOURTH_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_FIFTH_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FIFTH_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_SIXTH_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SIXTH_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_SEVENTH_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SEVENTH_CLICK_AIM_SCOPE",4),4); APBPConstants[AP_EIGHTH_CLICK_AIM_SCOPE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EIGHTH_CLICK_AIM_SCOPE",4),4); APBPConstants[AUTOFIRE_SHOTS_AP_VALUE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AUTOFIRE_SHOTS_AP_VALUE",20),20); APBPConstants[BAD_AP_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BAD_AP_COST",36),36); APBPConstants[AP_RELOAD_LOOSE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_RELOAD_LOOSE",8),8); APBPConstants[AP_UNJAM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_UNJAM",2),2); // WANNE: APs needed when you jump through a window APBPConstants[AP_JUMPWINDOW] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPWINDOW",40),40); APBPConstants[AP_MAX_SUPPRESSED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MAX_SUPPRESSED",64),64); APBPConstants[AP_MAX_TURN_SUPPRESSED] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MAX_TURN_SUPPRESSED",200),200); APBPConstants[AP_MIN_LIMIT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_MIN_LIMIT",-100),-100); APBPConstants[AP_LOST_PER_MORALE_DROP] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOST_PER_MORALE_DROP",12),12); APBPConstants[AP_SUPPRESSION_MOD] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SUPPRESSION_MOD",24),24); // HEADROCK HAM 3.5: Determines divisor for AP/Shock ratio. 100AP will have this set at 4, 25AP will have this set at 1. APBPConstants[AP_SUPPRESSION_SHOCK_DIVISOR] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SUPPRESSION_SHOCK_DIVISOR",4),4); // HEADROCK HAM 3.2: Modifier for legshot AP loss based on damage APBPConstants[AP_LOSS_PER_LEGSHOT_DAMAGE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_LOSS_PER_LEGSHOT_DAMAGE",4),4); //Costs to pick up item from position APBPConstants[AP_INV_FROM_NONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_NONE",0),0); APBPConstants[AP_INV_FROM_HANDS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_HANDS",0),0); APBPConstants[AP_INV_FROM_EQUIPMENT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_EQUIPMENT",15),15); APBPConstants[AP_INV_FROM_VEST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_VEST",5),5); APBPConstants[AP_INV_FROM_RIG] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_RIG",4),4); APBPConstants[AP_INV_FROM_CPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_CPACK",6),6); APBPConstants[AP_INV_FROM_BPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_BPACK",8),8); APBPConstants[AP_INV_FROM_SLING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_SLING",6),6); APBPConstants[AP_INV_FROM_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_KNIFE",5),5); APBPConstants[AP_INV_FROM_FACE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_FACE",2),2); APBPConstants[AP_INV_FROM_BIG_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_BIG_POCKET",5),5); APBPConstants[AP_INV_FROM_SMALL_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_FROM_SMALL_POCKET",4),4); APBPConstants[AP_INV_TO_NONE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_NONE",0),0); APBPConstants[AP_INV_TO_HANDS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_HANDS",0),0); APBPConstants[AP_INV_TO_EQUIPMENT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_EQUIPMENT",20),20); APBPConstants[AP_INV_TO_VEST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_VEST",6),6); APBPConstants[AP_INV_TO_RIG] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_RIG",5),5); APBPConstants[AP_INV_TO_CPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_CPACK",7),7); APBPConstants[AP_INV_TO_BPACK] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_BPACK",9),9); APBPConstants[AP_INV_TO_SLING] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_SLING",7),7); APBPConstants[AP_INV_TO_KNIFE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_KNIFE",6),6); APBPConstants[AP_INV_TO_FACE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_FACE",2),2); APBPConstants[AP_INV_TO_BIG_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_BIG_POCKET",4),4); APBPConstants[AP_INV_TO_SMALL_POCKET] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_TO_SMALL_POCKET",5),5); APBPConstants[AP_INV_MAX_COST] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INV_MAX_COST",25),25); APBPConstants[AP_JUMPWALL] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPWALL",40),40); APBPConstants[AP_JUMPOFFWALL] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_JUMPOFFWALL",24),24); APBPConstants[AP_FORTIFICATION] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_FORTIFICATION", 250), 250); APBPConstants[AP_REMOVE_FORTIFICATION] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_REMOVE_FORTIFICATION", 150), 150); APBPConstants[AP_EAT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EAT",80),80); APBPConstants[AP_CLEANINGKIT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CLEANINGKIT",80),80); APBPConstants[AP_DISGUISE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_DISGUISE",80),80); APBPConstants[AP_HANDCUFF] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_HANDCUFF",50),50); APBPConstants[AP_APPLYITEM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_APPLYITEM",50),50); APBPConstants[AP_INVENTORY_ARM] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_INVENTORY_ARM",50),50); APBPConstants[AP_SPOTTER] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_SPOTTER",20),20); APBPConstants[AP_ENTER_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_ENTER_VEHICLE",30),30); APBPConstants[AP_EXIT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_EXIT_VEHICLE",30),30); APBPConstants[AP_CHANGE_SEAT_VEHICLE] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","AP_CHANGE_SEAT_VEHICLE",20),20); APBPConstants[DEFAULT_APS] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","DEFAULT_APS",80),80); APBPConstants[DEFAULT_AIMSKILL] = iniReader.ReadInteger("APConstants","DEFAULT_AIMSKILL",80); APBPConstants[BP_RATIO_RED_PTS_TO_NORMAL] = iniReader.ReadInteger("BPConstants","BP_RATIO_RED_PTS_TO_NORMAL",100); // modifies breath regeneration during realtime mode, replaces TB_BREATH_RECOVER_MODIFIER in Tactical\rt time defines.h APBPConstants[BP_RT_BREATH_RECOVER_MODIFIER] = iniReader.ReadInteger("BPConstants", "BP_RT_BREATH_RECOVER_MODIFIER",100, 100, 1000); // modifies breath drain for all movement during realtime mode, replaces TB_BREATH_DEDUCT_MODIFIER in Tactical\rt time defines.h APBPConstants[BP_RT_BREATH_DEDUCT_MODIFIER] = iniReader.ReadInteger("BPConstants", "BP_RT_BREATH_DEDUCT_MODIFIER",125, 100, 1000); APBPConstants[BP_RUN_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_RUN_ENERGYCOSTFACTOR",3); APBPConstants[BP_WALK_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_WALK_ENERGYCOSTFACTOR",1); APBPConstants[BP_SWAT_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_SWAT_ENERGYCOSTFACTOR",2); APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_CRAWL_ENERGYCOSTFACTOR",4); APBPConstants[BP_RADIO] = iniReader.ReadInteger("BPConstants","BP_RADIO",0); APBPConstants[BP_USE_DETONATOR] = iniReader.ReadInteger("BPConstants","BP_USE_DETONATOR",0); APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE); APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE); APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE); APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MOD_EFFORT",0),0, TRUE); APBPConstants[BP_MOVEMENT_FLAT] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_FLAT",5); APBPConstants[BP_MOVEMENT_GRASS] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_GRASS",10); APBPConstants[BP_MOVEMENT_BUSH] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_BUSH",20); APBPConstants[BP_MOVEMENT_RUBBLE] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_RUBBLE",35); 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); APBPConstants[BP_CLIMBOFFROOF] = iniReader.ReadInteger("BPConstants","BP_CLIMBOFFROOF",250); APBPConstants[BP_JUMPFENCE] = iniReader.ReadInteger("BPConstants","BP_JUMPFENCE",200); APBPConstants[BP_JUMPFENCEBPACK] = iniReader.ReadInteger("BPConstants","BP_JUMPFENCEBPACK",500); APBPConstants[BP_STEAL_ITEM] = iniReader.ReadInteger("BPConstants","BP_STEAL_ITEM",50); APBPConstants[BP_START_FIRST_AID] = iniReader.ReadInteger("BPConstants","BP_START_FIRST_AID",0); APBPConstants[BP_GET_HIT] = iniReader.ReadInteger("BPConstants","BP_GET_HIT",200); APBPConstants[BP_GET_WOUNDED] = iniReader.ReadInteger("BPConstants","BP_GET_WOUNDED",50); APBPConstants[BP_FALL_DOWN] = iniReader.ReadInteger("BPConstants","BP_FALL_DOWN",250); APBPConstants[BP_OPEN_DOOR] = iniReader.ReadInteger("BPConstants","BP_OPEN_DOOR",30); APBPConstants[BP_PICKLOCK] = iniReader.ReadInteger("BPConstants","BP_PICKLOCK",50); APBPConstants[BP_EXAMINE_DOOR] = iniReader.ReadInteger("BPConstants","BP_EXAMINE_DOOR",20); APBPConstants[BP_BOOT_DOOR] = iniReader.ReadInteger("BPConstants","BP_BOOT_DOOR",200); APBPConstants[BP_USE_CROWBAR] = iniReader.ReadInteger("BPConstants","BP_USE_CROWBAR",350); APBPConstants[BP_UNLOCK_DOOR] = iniReader.ReadInteger("BPConstants","BP_UNLOCK_DOOR",50); APBPConstants[BP_EXPLODE_DOOR] = iniReader.ReadInteger("BPConstants","BP_EXPLODE_DOOR",40); APBPConstants[BP_UNTRAP_DOOR] = iniReader.ReadInteger("BPConstants","BP_UNTRAP_DOOR",150); APBPConstants[BP_LOCK_DOOR] = iniReader.ReadInteger("BPConstants","BP_LOCK_DOOR",50); APBPConstants[BP_USEWIRECUTTERS] = iniReader.ReadInteger("BPConstants","BP_USEWIRECUTTERS",200); APBPConstants[BP_DROP_BOMB] = iniReader.ReadInteger("BPConstants","BP_DROP_BOMB",0); APBPConstants[BP_BURY_MINE] = iniReader.ReadInteger("BPConstants","BP_BURY_MINE",250); APBPConstants[BP_DISARM_MINE] = iniReader.ReadInteger("BPConstants","BP_DISARM_MINE",0); APBPConstants[BP_JUMP_OVER] = iniReader.ReadInteger("BPConstants","BP_JUMP_OVER",250); APBPConstants[BP_BACK_PACK] = iniReader.ReadInteger("APConstants","BP_JUMP_OVER",50); APBPConstants[BP_WORK_ZIPPER] = iniReader.ReadInteger("APConstants","BP_WORK_ZIPPER",250); APBPConstants[BP_UNJAM] = iniReader.ReadInteger("APConstants","BP_WORK_ZIPPER",0); APBPConstants[BP_JUMPOFFWALL] = iniReader.ReadInteger("BPConstants","BP_JUMPOFFWALL",250); APBPConstants[BP_JUMPWALL] = iniReader.ReadInteger("BPConstants","BP_JUMPWALL",500); APBPConstants[BP_FORTIFICATION] = iniReader.ReadInteger("BPConstants","BP_FORTIFICATION", 700); APBPConstants[BP_REMOVE_FORTIFICATION] = iniReader.ReadInteger("BPConstants","BP_REMOVE_FORTIFICATION", 400); APBPConstants[BP_HANDCUFF] = iniReader.ReadInteger("BPConstants","BP_HANDCUFF", 100); APBPConstants[BP_APPLYITEM] = iniReader.ReadInteger("BPConstants","BP_APPLYITEM", 50); APBPConstants[BP_INVENTORY_ARM] = iniReader.ReadInteger("BPConstants","BP_INVENTORY_ARM", 10); SetupMaxActionPointsAnimation(); #undef ReadInteger } // HEADROCK HAM 4: Read the various coefficients for the new CTH and Shooting systems from an INI file. void LoadCTHConstants() { //Kaiden: Setting Ja2_Options.ini file to be read CIniReader iniReader(CTH_COEFFICIENTS_FILE); gGameCTHConstants.NORMAL_SHOOTING_DISTANCE = iniReader.ReadInteger("General","NORMAL_SHOOTING_DISTANCE", 70, 10, 10000); gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS = iniReader.ReadFloat("General","IRON_SIGHT_PERFORMANCE_BONUS", 0.0f, -50.0f, 50.0f); gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP = iniReader.ReadFloat("General","LASER_PERFORMANCE_BONUS_HIP", 0.0f, 0.0f, 50.0f); gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON = iniReader.ReadFloat("General","LASER_PERFORMANCE_BONUS_IRON", 0.0f, 0.0f, 50.0f); gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE = iniReader.ReadFloat("General","LASER_PERFORMANCE_BONUS_SCOPE", 0.0f, 0.0f, 50.0f); gGameCTHConstants.DEGREES_MAXIMUM_APERTURE = iniReader.ReadFloat("General", "DEGREES_MAXIMUM_APERTURE", 15.0, 0.0, 22.5); gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = iniReader.ReadBoolean("General", "IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT", FALSE); gGameCTHConstants.IRON_SIGHTS_MAX_APERTURE_MODIFIER = iniReader.ReadFloat("General", "IRON_SIGHTS_MAX_APERTURE_MODIFIER", 3.0f, 2.0f, 5.0f); gGameCTHConstants.RANGE_COEFFICIENT = iniReader.ReadFloat("General", "RANGE_COEFFICIENT", 2.0, 0.001f, 100.0); gGameCTHConstants.GRAVITY_COEFFICIENT = iniReader.ReadFloat("General", "GRAVITY_COEFFICIENT", 1.0, 0.001f, 100.0); gGameCTHConstants.VERTICAL_BIAS = iniReader.ReadFloat("General", "VERTICAL_BIAS", 1.0f, 0.01f, 2.0f); gGameCTHConstants.SCOPE_RANGE_MULTIPLIER = iniReader.ReadFloat("General", "SCOPE_RANGE_MULTIPLIER", 0.7f, 0.1f, 1.5f); gGameCTHConstants.SCOPE_EFFECTIVENESS_MULTIPLIER = iniReader.ReadFloat("General", "SCOPE_EFFECTIVENESS_MULTIPLIER", 1.1f, 0.5f, 1.5f); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM", 50, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_RANGER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_RANGER", 80, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN", 90, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_SNIPER", 100, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MULTIPLIER = iniReader.ReadFloat("General", "SCOPE_EFFECTIVENESS_MULTIPLIER", 1.1f, 0.5f, 1.5f); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM", 50, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_RANGER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_RANGER", 80, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN", 90, 0, 100); gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_SNIPER", 100, 0, 100); gGameCTHConstants.SIDE_FACING_DIVISOR = iniReader.ReadFloat("General", "SIDE_FACING_DIVISOR", 2.0, 1.0f, 10.0f); // HEADROCK HAM 5: Basic chance to lose condition point when firing gGameCTHConstants.BASIC_RELIABILITY_ODDS = iniReader.ReadInteger("General", "BASIC_RELIABILITY_ODDS", 15, 0, 10000); //////////////////////////////////////////////////////////// // Coefficients for factors affecting Base CTH //////////////////////////////////////////////////////////// gGameCTHConstants.BASE_EXP = iniReader.ReadFloat("Base CTH","BASE_EXP",3.0, 0.0, 100.0); gGameCTHConstants.BASE_MARKS = iniReader.ReadFloat("Base CTH","BASE_MARKS",1.0, 0.0, 100.0); gGameCTHConstants.BASE_WIS = iniReader.ReadFloat("Base CTH","BASE_WIS",1.0, 0.0, 100.0); gGameCTHConstants.BASE_DEX = iniReader.ReadFloat("Base CTH","BASE_DEX",1.0, 0.0, 100.0); gGameCTHConstants.BASE_LOW_MORALE = iniReader.ReadFloat("Base CTH","BASE_LOW_MORALE",-1.0, -1000.0, 1000.0); gGameCTHConstants.BASE_HIGH_MORALE = iniReader.ReadFloat("Base CTH","BASE_HIGH_MORALE",2.0, -1000.0, 1000.0); gGameCTHConstants.BASE_PSYCHO = iniReader.ReadFloat("Base CTH","BASE_PSYCHO",-3.0, -1000.0, 1000.0); gGameCTHConstants.BASE_SHOOTING_UPWARDS = iniReader.ReadFloat("Base CTH","BASE_SHOOTING_UPWARDS",-15.0, -1000.0, 1000.0); gGameCTHConstants.BASE_INJURY = iniReader.ReadFloat("Base CTH","BASE_INJURY",-30.0, -1000.0, 1000.0); gGameCTHConstants.BASE_DRUNK[0] = iniReader.ReadFloat("Base CTH","BASE_DRUNK_TIPSY",-5.0, -1000.0, 1000.0); gGameCTHConstants.BASE_DRUNK[1] = iniReader.ReadFloat("Base CTH","BASE_DRUNK",-20.0, -1000.0, 1000.0); gGameCTHConstants.BASE_DRUNK[2] = iniReader.ReadFloat("Base CTH","BASE_DRUNK_WASTED",-50.0, -1000.0, 1000.0); gGameCTHConstants.BASE_DRUNK[3] = iniReader.ReadFloat("Base CTH","BASE_DRUNK_HUNGOVER",-10.0, -1000.0, 1000.0); gGameCTHConstants.BASE_FATIGUE = iniReader.ReadFloat("Base CTH","BASE_FATIGUE",-15.0, -1000.0, 1000.0); gGameCTHConstants.BASE_SAME_TARGET = iniReader.ReadFloat("Base CTH","BASE_SAME_TARGET",5.0, -1000.0, 1000.0); gGameCTHConstants.BASE_GASSED = iniReader.ReadFloat("Base CTH","BASE_GASSED",-15.0, -1000.0, 1000.0); gGameCTHConstants.BASE_BEING_BANDAGED = iniReader.ReadFloat("Base CTH","BASE_BEING_BANDAGED",-5.0, -1000.0, 1000.0); gGameCTHConstants.BASE_SHOCK = iniReader.ReadFloat("Base CTH","BASE_SHOCK",-150.0, -1000.0, 1000.0); gGameCTHConstants.BASE_AGILE_TARGET = iniReader.ReadFloat("Base CTH","BASE_AGILE_TARGET",-5.0, -1000.0, 1000.0); gGameCTHConstants.BASE_TARGET_INVISIBLE = iniReader.ReadFloat("Base CTH","BASE_TARGET_INVISIBLE",-100.0, -1000.0, 1000.0); gGameCTHConstants.BASE_DRAW_COST = iniReader.ReadFloat("Base CTH","BASE_DRAW_COST",2.0, -1000.0, 1000.0); gGameCTHConstants.BASE_TWO_GUNS = iniReader.ReadFloat("Base CTH","BASE_TWO_GUNS",5.0, -1000.0, 1000.0); gGameCTHConstants.BASE_ONE_HANDED = iniReader.ReadFloat("Base CTH","BASE_ONE_HANDED",2.5, -1000.0, 1000.0); gGameCTHConstants.BASE_STANDING_STANCE = iniReader.ReadFloat("Base CTH","BASE_STANDING_STANCE",2.0, -1000.0, 1000.0); gGameCTHConstants.BASE_CROUCHING_STANCE = iniReader.ReadFloat("Base CTH","BASE_CROUCHING_STANCE",3.0, -1000.0, 1000.0); gGameCTHConstants.BASE_PRONE_STANCE = iniReader.ReadFloat("Base CTH","BASE_PRONE_STANCE",4.0, -1000.0, 1000.0); gGameCTHConstants.BASE_HEAVY_WEAPON = iniReader.ReadFloat("Base CTH","BASE_HEAVY_WEAPON",2.0, -1000.0, 1000.0); //////////////////////////////////////////////////////////// // Coefficients for factors affecting Aiming CTH //////////////////////////////////////////////////////////// gGameCTHConstants.AIM_EXP = iniReader.ReadFloat("Aiming CTH","AIM_EXP",1.0, 0.0, 100.0); gGameCTHConstants.AIM_MARKS = iniReader.ReadFloat("Aiming CTH","AIM_MARKS",3.0, 0.0, 100.0); gGameCTHConstants.AIM_WIS = iniReader.ReadFloat("Aiming CTH","AIM_WIS",1.0, 0.0, 100.0); gGameCTHConstants.AIM_DEX = iniReader.ReadFloat("Aiming CTH","AIM_DEX",2.0, 0.0, 100.0); gGameCTHConstants.AIM_TOO_CLOSE_SCOPE = iniReader.ReadFloat("Aiming CTH","AIM_TOO_CLOSE_SCOPE",-4.0, -1000.0, 0.0); gGameCTHConstants.AIM_TOO_CLOSE_THRESHOLD = iniReader.ReadFloat("Aiming CTH","AIM_TOO_CLOSE_THRESHOLD",1.0, 0.0, 1.0); gGameCTHConstants.AIM_GUN_CONDITION = iniReader.ReadFloat("Aiming CTH","AIM_GUN_CONDITION",-2.0, -1000.0, 1000.0); gGameCTHConstants.AIM_LOW_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_LOW_MORALE",-2.0, -1000.0, 1000.0); gGameCTHConstants.AIM_HIGH_MORALE = iniReader.ReadFloat("Aiming CTH","AIM_HIGH_MORALE",1.0, -1000.0, 1000.0); gGameCTHConstants.AIM_PSYCHO = iniReader.ReadFloat("Aiming CTH","AIM_PSYCHO",-5.0, -1000.0, 1000.0); gGameCTHConstants.AIM_VISIBILITY = iniReader.ReadFloat("Aiming CTH","AIM_VISIBILITY",-1.0, -1000.0, 1000.0); gGameCTHConstants.AIM_SHOOTING_UPWARDS = iniReader.ReadFloat("Aiming CTH","AIM_SHOOTING_UPWARDS",-20.0, -1000.0, 1000.0); gGameCTHConstants.AIM_INJURY = iniReader.ReadFloat("Aiming CTH","AIM_INJURY",-60.0, -1000.0, 1000.0); gGameCTHConstants.AIM_DRUNK[0] = iniReader.ReadFloat("Aiming CTH","AIM_DRUNK_TIPSY",-10.0, -1000.0, 1000.0); gGameCTHConstants.AIM_DRUNK[1] = iniReader.ReadFloat("Aiming CTH","AIM_DRUNK",-40.0, -1000.0, 1000.0); gGameCTHConstants.AIM_DRUNK[2] = iniReader.ReadFloat("Aiming CTH","AIM_DRUNK_WASTED",-90.0, -1000.0, 1000.0); gGameCTHConstants.AIM_DRUNK[3] = iniReader.ReadFloat("Aiming CTH","AIM_DRUNK_HUNGOVER",-15.0, -1000.0, 1000.0); gGameCTHConstants.AIM_FATIGUE = iniReader.ReadFloat("Aiming CTH","AIM_FATIGUE",-40.0, -1000.0, 1000.0); gGameCTHConstants.AIM_GASSED = iniReader.ReadFloat("Aiming CTH","AIM_GASSED",-80.0, -1000.0, 1000.0); gGameCTHConstants.AIM_BEING_BANDAGED = iniReader.ReadFloat("Aiming CTH","AIM_BEING_BANDAGED",-20.0, -1000.0, 1000.0); gGameCTHConstants.AIM_SHOCK = iniReader.ReadFloat("Aiming CTH","AIM_SHOCK",-150.0, -1000.0, 1000.0); gGameCTHConstants.AIM_TARGET_INVISIBLE = iniReader.ReadFloat("Aiming CTH","AIM_TARGET_INVISIBLE",-50.0, -1000.0, 1000.0); gGameCTHConstants.AIM_SNIPER_SKILL = iniReader.ReadFloat("Aiming CTH","AIM_SNIPER_SKILL",25.0, -100.0, 100.0); gGameCTHConstants.AIM_DRAW_COST = iniReader.ReadFloat("Aiming CTH","AIM_DRAW_COST",0.5, -1000.0, 1000.0); gGameCTHConstants.AIM_STANDING_STANCE = iniReader.ReadFloat("Aiming CTH","AIM_STANDING_STANCE",1.5, -1000.0, 1000.0); gGameCTHConstants.AIM_CROUCHING_STANCE = iniReader.ReadFloat("Aiming CTH","AIM_CROUCHING_STANCE",1.25, -1000.0, 1000.0); gGameCTHConstants.AIM_PRONE_STANCE = iniReader.ReadFloat("Aiming CTH","AIM_PRONE_STANCE",1.0, -1000.0, 1000.0); gGameCTHConstants.AIM_TWO_GUNS = iniReader.ReadFloat("Aiming CTH","AIM_TWO_GUNS",4.0, -1000.0, 1000.0); gGameCTHConstants.AIM_ONE_HANDED = iniReader.ReadFloat("Aiming CTH","AIM_ONE_HANDED",2.5, -1000.0, 1000.0); gGameCTHConstants.AIM_HEAVY_WEAPON = iniReader.ReadFloat("Aiming CTH","AIM_HEAVY_WEAPON",2.0, -1000.0, 1000.0); //////////////////////////////////////////////////////////// // Coefficients for factors affecting the Shooting Mechanism //////////////////////////////////////////////////////////// gGameCTHConstants.MOVEMENT_MRK = iniReader.ReadFloat("Shooting Mechanism","MOVEMENT_MRK",3.0, 0.0, 100.0); gGameCTHConstants.MOVEMENT_WIS = iniReader.ReadFloat("Shooting Mechanism","MOVEMENT_WIS",2.0, 0.0, 100.0); gGameCTHConstants.MOVEMENT_DEX = iniReader.ReadFloat("Shooting Mechanism","MOVEMENT_DEX",1.0, 0.0, 100.0); gGameCTHConstants.MOVEMENT_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","MOVEMENT_EXP_LEVEL",2.0, 0.0, 100.0); gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY = iniReader.ReadInteger("Shooting Mechanism","MOVEMENT_TRACKING_DIFFICULTY",20, 0, 1000); gGameCTHConstants.MOVEMENT_PENALTY_PER_TILE = iniReader.ReadFloat("Shooting Mechanism","MOVEMENT_PENALTY_PER_TILE",1.0, 0.0, 10.0); gGameCTHConstants.PRE_RECOIL_WIS = iniReader.ReadFloat("Shooting Mechanism","PRE_RECOIL_WIS",2.0, 0.0, 100.0); gGameCTHConstants.PRE_RECOIL_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","PRE_RECOIL_EXP_LEVEL",3.0, 0.0, 100.0); gGameCTHConstants.PRE_RECOIL_AUTO_WEAPONS_SKILL = iniReader.ReadFloat("Shooting Mechanism","PRE_RECOIL_AUTO_WEAPONS_SKILL",2.0, 1.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_STR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_STR",3.0, 0.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_AGI = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_AGI",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_EXP_LEVEL",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_FORCE = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_FORCE",5.0, 0.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_CROUCH = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_CROUCH",10.0, -100.0, 100.0); gGameCTHConstants.RECOIL_MAX_COUNTER_PRONE = iniReader.ReadFloat("Shooting Mechanism","RECOIL_MAX_COUNTER_PRONE",25.0, -100.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_MIN_ERROR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_MIN_ERROR",0.2f, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_DEX = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_DEX",3.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_WIS = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_WIS",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AGI = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_AGI",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_EXP_LEVEL",2.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR",2.0, 1.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_TRACER_BONUS = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_TRACER_BONUS",10.0, -1000.0, 1000.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_ANTICIPATION = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_ANTICIPATION",25.0, -1000.0, 1000.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_COMPENSATION = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_COMPENSATION",2.0, 0.0, 5.0); gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_AGI = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_FREQUENCY_AGI",3.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_FREQUENCY_EXP_LEVEL",2.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR",2.0, -1000.0, 1000.0); gGameCTHConstants.RECOIL_COUNTER_INCREMENT = iniReader.ReadInteger("Shooting Mechanism","RECOIL_COUNTER_INCREMENT",20, 0, 100); gGameCTHConstants.RECOIL_COUNTER_INCREMENT_TRACER = iniReader.ReadInteger("Shooting Mechanism","RECOIL_COUNTER_INCREMENT_TRACER",25, 0, 100); gGameCTHConstants.NORMAL_RECOIL_DISTANCE = iniReader.ReadInteger("Shooting Mechanism","NORMAL_RECOIL_DISTANCE",140, 10, 10000); gGameCTHConstants.MAX_BULLET_DEV = iniReader.ReadFloat("Shooting Mechanism","MAX_BULLET_DEV",10.0, -1000.0, 1000.0); gGameCTHConstants.RANGE_EFFECTS_DEV = iniReader.ReadBoolean("Shooting Mechanism","RANGE_EFFECTS_DEV", TRUE ); gGameCTHConstants.MAX_EFFECTIVE_RANGE_MULTIPLIER = iniReader.ReadFloat("Shooting Mechanism","MAX_EFFECTIVE_RANGE_MULTIPLIER",1.1f, 0.5f, 10.0f); gGameCTHConstants.MAX_EFFECTIVE_RANGE_REDUCTION = iniReader.ReadFloat("Shooting Mechanism","MAX_EFFECTIVE_RANGE_REDUCTION",0.5f, 0.0f, 1.0f); gGameCTHConstants.MAX_EFFECTIVE_USE_GRADIENT = iniReader.ReadBoolean("Shooting Mechanism","MAX_EFFECTIVE_USE_GRADIENT", FALSE ); } void LoadTauntsSettings() { CIniReader iniReader(TAUNTS_SETTINGS_FILE); gTauntsSettings.fTauntCensoredMode = iniReader.ReadBoolean("Taunts Settings","TAUNT_CENSORED_MODE", FALSE ); gTauntsSettings.fTauntShowPopupBox = iniReader.ReadBoolean("Taunts Settings","TAUNT_SHOW_POPUP_BOX", TRUE ); gTauntsSettings.fTauntShowInLog = iniReader.ReadBoolean("Taunts Settings","TAUNT_SHOW_IN_LOG", TRUE ); gTauntsSettings.fTauntMakeNoise = iniReader.ReadBoolean("Taunts Settings","TAUNT_MAKE_NOISE", TRUE ); gTauntsSettings.fTauntOnlyVisibleEnemies = iniReader.ReadBoolean("Taunts Settings","TAUNT_ONLY_VISIBLE_ENEMIES", FALSE ); gTauntsSettings.fTauntShowPopupBoxIfHeard = iniReader.ReadBoolean("Taunts Settings","TAUNT_SHOW_POPUP_BOX_IF_HEARD", TRUE ); gTauntsSettings.fTauntShowInLogIfHeard = iniReader.ReadBoolean("Taunts Settings","TAUNT_SHOW_IN_LOG_IF_HEARD", TRUE ); gTauntsSettings.fTauntAlwaysShowPopupBox = iniReader.ReadBoolean("Taunts Settings","TAUNT_ALWAYS_SHOW_POPUP_BOX", FALSE ); gTauntsSettings.fTauntAlwaysShowInLog = iniReader.ReadBoolean("Taunts Settings","TAUNT_ALWAYS_SHOW_IN_LOG", FALSE ); gTauntsSettings.sVolume = iniReader.ReadInteger("Taunts Settings","TAUNT_VOLUME",30, 0, 65535 ); gTauntsSettings.sModDelay = iniReader.ReadInteger("Taunts Settings","TAUNT_MOD_DELAY",100, -32767, 32767 ); gTauntsSettings.sMinDelay = iniReader.ReadInteger("Taunts Settings","TAUNT_MIN_DELAY",500, 0, 65535 ); gTauntsSettings.sMaxDelay = iniReader.ReadInteger("Taunts Settings","TAUNT_MAX_DELAY",5000, 0, 65535 ); gTauntsSettings.ubTauntFireGunChance = iniReader.ReadInteger("Taunts Settings","TAUNT_FIRE_GUN_CHANCE",12, 0, 100); gTauntsSettings.ubTauntFireLauncherChance = iniReader.ReadInteger("Taunts Settings","TAUNT_FIRE_LAUNCHER_CHANCE",25, 0, 100); gTauntsSettings.ubTauntAttackBladeChance = iniReader.ReadInteger("Taunts Settings","TAUNT_ATTACK_BLADE",15, 0, 100); gTauntsSettings.ubTauntAttackHTHChance = iniReader.ReadInteger("Taunts Settings","TAUNT_ATTACK_HTH",15, 0, 100); gTauntsSettings.ubTauntThrowKnifeChance = iniReader.ReadInteger("Taunts Settings","TAUNT_THROW_KNIFE_CHANCE",33, 0, 100); gTauntsSettings.ubTauntThrowGrenadeChance = iniReader.ReadInteger("Taunts Settings","TAUNT_THROW_GRENADE_CHANCE",33, 0, 100); gTauntsSettings.ubTauntChargeKnifeChance = iniReader.ReadInteger("Taunts Settings","TAUNT_CHARGE_BLADE_CHANCE",33, 0, 100); gTauntsSettings.ubTauntChargeFistsChance = iniReader.ReadInteger("Taunts Settings","TAUNT_CHARGE_HTH_CHANCE",33, 0, 100); gTauntsSettings.ubTauntStealChance = iniReader.ReadInteger("Taunts Settings","TAUNT_STEAL_CHANCE",25, 0, 100); gTauntsSettings.ubTauntRunAwayChance = iniReader.ReadInteger("Taunts Settings","TAUNT_RUN_AWAY_CHANCE",33, 0, 100); gTauntsSettings.ubTauntSeekNoiseChance = iniReader.ReadInteger("Taunts Settings","TAUNT_SEEK_NOISE_CHANCE",33, 0, 100); gTauntsSettings.ubTauntAlertChance = iniReader.ReadInteger("Taunts Settings","TAUNT_ALERT_CHANCE",33, 0, 100); gTauntsSettings.ubTauntSuspiciousChance = iniReader.ReadInteger("Taunts Settings","TAUNT_SUSPICIOUS_CHANCE",33, 0, 100); gTauntsSettings.ubTauntGotHitChance = iniReader.ReadInteger("Taunts Settings","TAUNT_GOT_HIT_CHANCE",25, 0, 100); gTauntsSettings.ubTauntGotDeafenedBlindedChance = iniReader.ReadInteger("Taunts Settings","TAUNT_GOT_BLINDED_DEAFENED_CHANCE",33, 0, 100); gTauntsSettings.ubTauntGotRobbedChance = iniReader.ReadInteger("Taunts Settings","TAUNT_GOT_ROBBED_CHANCE",33, 0, 100); gTauntsSettings.ubTauntGotMissedChance = iniReader.ReadInteger("Taunts Settings","TAUNT_GOT_MISSED_CHANCE",12, 0, 100); gTauntsSettings.ubTauntHitChance = iniReader.ReadInteger("Taunts Settings","TAUNT_HIT_CHANCE",12, 0, 100); gTauntsSettings.ubTauntKillChance = iniReader.ReadInteger("Taunts Settings","TAUNT_KILL_CHANCE",33, 0, 100); gTauntsSettings.ubTauntHeadPopChance = iniReader.ReadInteger("Taunts Settings","TAUNT_HEAD_POP_CHANCE",100, 0, 100); gTauntsSettings.ubTauntMissChance = iniReader.ReadInteger("Taunts Settings","TAUNT_MISS_CHANCE",12, 0, 100); gTauntsSettings.ubTauntOutOfAmmoChance = iniReader.ReadInteger("Taunts Settings","TAUNT_OUT_OF_AMMO",12, 0, 100); gTauntsSettings.ubTauntReloadChance = iniReader.ReadInteger("Taunts Settings","TAUNT_RELOAD",12, 0, 100); gTauntsSettings.ubTauntNoticedUnseenChance = iniReader.ReadInteger("Taunts Settings","TAUNT_NOTICED_UNSEEN_MERC_CHANCE",12, 0, 100); gTauntsSettings.ubTauntSayHiChance = iniReader.ReadInteger("Taunts Settings","TAUNT_SAY_HI",12, 0, 100); gTauntsSettings.ubTauntInformAboutChance = iniReader.ReadInteger("Taunts Settings","TAUNT_INFORM_ABOUT",12, 0, 100); gTauntsSettings.ubRiposteChance = iniReader.ReadInteger("Taunts Settings","TAUNT_RIPOSTE",12, 0, 100); } void LoadHelicopterRepairRefuelSettings() { CIniReader iniReader(HELICOPTER_SETTINGS_FILE); gHelicopterSettings.usHelicopterBasicRepairCost = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_REPAIR_COST", 2500, 0, 100000); gHelicopterSettings.usHelicopterSeriousRepairCost = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_REPAIR_COST", 7500, 0, 100000); gHelicopterSettings.ubHelicopterBasicRepairTime = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_REPAIR_TIME", 8, 1, 255); gHelicopterSettings.ubHelicopterBasicRepairTimeVariation = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_REPAIR_TIME_VARIATION", 2, 0, 255); gHelicopterSettings.ubHelicopterSeriousRepairTime = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_REPAIR_TIME", 24, 1, 255); gHelicopterSettings.ubHelicopterSeriousRepairTimeVariation = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_REPAIR_TIME_VARIATION", 6, 0, 255); gHelicopterSettings.usHelicopterBasicCostIncreaseAfterBasicRepair = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_COST_INCREASE_AFTER_BASIC_REPAIR", 500, 0, 100000); gHelicopterSettings.usHelicopterBasicCostIncreaseAfterSeriousRepair = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_COST_INCREASE_AFTER_SERIOUS_REPAIR", 1000, 0, 100000); gHelicopterSettings.usHelicopterSeriousCostIncreaseAfterBasicRepair = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_COST_INCREASE_AFTER_BASIC_REPAIR", 1500, 0, 100000); gHelicopterSettings.usHelicopterSeriousCostIncreaseAfterSeriousRepair = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_COST_INCREASE_AFTER_SERIOUS_REPAIR", 3000, 0, 100000); gHelicopterSettings.usHelicopterBasicRepairCostMax = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_BASIC_REPAIR_COST_MAX", 10000, 0, 100000); gHelicopterSettings.usHelicopterSeriousRepairCostMax = iniReader.ReadInteger("Helicopter Repair Settings","HELICOPTER_SERIOUS_REPAIR_COST_MAX", 25000, 0, 100000); gHelicopterSettings.ubHelicopterDistanceWithoutRefuel = iniReader.ReadInteger("Helicopter Refuel Settings","HELICOPTER_DISTANCE_WITHOUT_REFUEL", 25, 0, 255); gHelicopterSettings.ubHelicopterHoverTimePerFuelUnit = iniReader.ReadInteger("Helicopter Refuel Settings","HELICOPTER_HOVER_TIME_PER_FUEL_UNIT", 10, 0, 255); gHelicopterSettings.ubHelicopterRefuelTime = iniReader.ReadInteger("Helicopter Refuel Settings","HELICOPTER_REFUEL_TIME", 30, 0, 255); gHelicopterSettings.ubHelicopterTimeDelayForHoverWait = iniReader.ReadInteger("Helicopter Refuel Settings","HELICOPTER_TIME_DELAY_FOR_HOVER_WAIT", 10, 0, 255); gHelicopterSettings.ubHelicopterTimeDelayForHoverWaitTooLong = iniReader.ReadInteger("Helicopter Refuel Settings","HELICOPTER_TIME_DELAY_FOR_HOVER_WAIT_TOO_LONG", 20, 0, 255); gHelicopterSettings.fAskBeforeKickingPassengersOut = iniReader.ReadBoolean("Helicopter Refuel Settings","HELICOPTER_ASK_BEFORE_KICKING_PASSENGERS_OUT", FALSE ); gHelicopterSettings.ubHelicopterSAMSiteAccuracy = iniReader.ReadInteger("Helicopter SAM Settings","HELICOPTER_SAM_SITE_ACCURACY", 33, 0, 100); gHelicopterSettings.ubHelicopterPassengerHitChance = iniReader.ReadInteger("Helicopter SAM Settings","HELICOPTER_PASSENGER_HIT_CHANCE", 25, 0, 100); gHelicopterSettings.ubHelicopterPassengerHitMaxDamage = iniReader.ReadInteger("Helicopter SAM Settings","HELICOPTER_PASSENGER_HIT_MAX_DAMAGE", 10, 0, 100); gHelicopterSettings.ubHelicopterPassengerHitMinDamage = iniReader.ReadInteger("Helicopter SAM Settings","HELICOPTER_PASSENGER_HIT_MIN_DAMAGE", 1, 0, 100); gHelicopterSettings.fHelicopterTownLoyaltyCheck = iniReader.ReadBoolean("Helicopter Other Settings","HELICOPTER_TOWN_LOYALTY_CHECK", TRUE ); } extern DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX]; void LoadMoraleSettings() { CIniReader iniReader(MORALE_SETTINGS_FILE); gMoraleSettings.ubDefaultMorale = iniReader.ReadInteger("General Morale Settings","DEFAULT_MORALE", 50, 0, 100); gMoraleSettings.ubHoursBetweenStrategicDelay = iniReader.ReadInteger("General Morale Settings","HOURS_BETWEEN_STRATEGIC_DECAY", 3, 1, 100); gMoraleSettings.bValues[MORALE_KILLED_ENEMY] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_KILLED_ENEMY", 4, -100, 100); gMoraleSettings.bValues[MORALE_SQUADMATE_DIED] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_SQUADMATE_DIED", -5, -100, 100); gMoraleSettings.bValues[MORALE_SUPPRESSED] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_SUPPRESSED", -1, -100, 100); gMoraleSettings.bValues[MORALE_AIRSTRIKE] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_AIRSTRIKE", -2, -100, 100); gMoraleSettings.bValues[MORALE_DID_LOTS_OF_DAMAGE] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_DID_LOTS_OF_DAMAGE", 2, -100, 100); gMoraleSettings.bValues[MORALE_TOOK_LOTS_OF_DAMAGE] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_TOOK_LOTS_OF_DAMAGE", -3, -100, 100); gMoraleSettings.bValues[MORALE_ALCOHOL_CRASH] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_ALCOHOL_CRASH", -10, -100, 100); gMoraleSettings.bValues[MORALE_DRUGS_CRASH] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_DRUGS_CRASH", -5, -100, 100); gMoraleSettings.bValues[MORALE_CLAUSTROPHOBE_UNDERGROUND] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_CLAUSTROPHOBE_UNDERGROUND", -1, -100, 100); gMoraleSettings.bValues[MORALE_INSECT_PHOBIC_SEES_CREATURE] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_INSECT_PHOBIC_SEES_CREATURE", -5, -100, 100); gMoraleSettings.bValues[MORALE_NERVOUS_ALONE] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_NERVOUS_ALONE", -1, -100, 1000); gMoraleSettings.bValues[MORALE_PSYCHO_UNABLE_TO_PSYCHO] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_PSYCHO_UNABLE_TO_PSYCHO", -1, -100, 100); gMoraleSettings.bValues[MORALE_MALICIOUS_HIT] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_MALICIOUS_HIT", 1, -100, 100); gMoraleSettings.bValues[MORALE_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_FOOD", 1, -100, 100); gMoraleSettings.bValues[MORALE_GOOD_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_GOOD_FOOD", 5, -100, 100); gMoraleSettings.bValues[MORALE_BAD_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_BAD_FOOD", -1, -100, 100); gMoraleSettings.bValues[MORALE_LOATHSOME_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_LOATHSOME_FOOD", -5, -100, 100); gMoraleSettings.bValues[MORALE_KILLED_CIVILIAN] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_KILLED_CIVILIAN", -5, -100, 100); gMoraleSettings.bValues[MORALE_BATTLE_WON] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BATTLE_WON", 4, -100, 100); gMoraleSettings.bValues[MORALE_RAN_AWAY] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_RAN_AWAY", -5, -100, 1000); gMoraleSettings.bValues[MORALE_HEARD_BATTLE_WON] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_HEARD_BATTLE_WON", 2, -100, 100); gMoraleSettings.bValues[MORALE_HEARD_BATTLE_LOST] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_HEARD_BATTLE_LOST", -2, -100, 100); gMoraleSettings.bValues[MORALE_TOWN_LIBERATED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_TOWN_LIBERATED", 5, -100, 100); gMoraleSettings.bValues[MORALE_TOWN_LOST] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_TOWN_LOST", -5, -100, 100); gMoraleSettings.bValues[MORALE_MINE_LIBERATED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_MINE_LIBERATED", 8, -100, 1000); gMoraleSettings.bValues[MORALE_MINE_LOST] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_MINE_LOST", -8, -100, 100); gMoraleSettings.bValues[MORALE_SAM_SITE_LIBERATED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_SAM_SITE_LIBERATED", 3, -100, 100); gMoraleSettings.bValues[MORALE_SAM_SITE_LOST] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_SAM_SITE_LOST", -3, -100, 100); gMoraleSettings.bValues[MORALE_BUDDY_DIED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BUDDY_DIED", -15, -100, 1000); gMoraleSettings.bValues[MORALE_HATED_DIED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_HATED_DIED", 5, -100, 100); gMoraleSettings.bValues[MORALE_TEAMMATE_DIED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_TEAMMATE_DIED", -5, -100, 100); gMoraleSettings.bValues[MORALE_LOW_DEATHRATE] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_LOW_DEATHRATE", 5, -100, 100); gMoraleSettings.bValues[MORALE_HIGH_DEATHRATE] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_HIGH_DEATHRATE", -5, -100, 100); gMoraleSettings.bValues[MORALE_GREAT_MORALE] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_GREAT_MORALE", 2, -100, 1000); gMoraleSettings.bValues[MORALE_POOR_MORALE] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_POOR_MORALE", -2, -100, 100); gMoraleSettings.bValues[MORALE_MONSTER_QUEEN_KILLED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_MONSTER_QUEEN_KILLED", 15, -100, 100); gMoraleSettings.bValues[MORALE_DEIDRANNA_KILLED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_DEIDRANNA_KILLED", 25, -100, 1000); gMoraleSettings.bValues[MORALE_MERC_CAPTURED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_MERC_CAPTURED", -5, -100, 100); gMoraleSettings.bValues[MORALE_MERC_MARRIED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_MERC_MARRIED", -5, -100, 100); gMoraleSettings.bValues[MORALE_QUEEN_BATTLE_WON] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_QUEEN_BATTLE_WON", 8, -100, 100); gMoraleSettings.bValues[MORALE_SEX] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_SEX", 5, -100, 100); gMoraleSettings.bValues[MORALE_HEAT_INTOLERANT_IN_DESERT] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_HEAT_INTOLERANT_IN_DESERT",-14, -100, 100); gMoraleSettings.bValues[MORALE_PACIFIST_GAIN_NONCOMBAT] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PACIFIST_GAIN_NONCOMBAT", 1, -100, 1000); gMoraleSettings.bValues[MORALE_BUDDY_FIRED] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BUDDY_FIRED", -5, -100, 100); gMoraleSettings.bValues[MORALE_BUDDY_FIRED_EARLY] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BUDDY_FIRED_EARLY", -3, -100, 100); gMoraleSettings.bValues[MORALE_BUDDY_FIRED_ON_BAD_TERMS] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BUDDY_FIRED_ON_BAD_TERMS", -3, -100, 100); gMoraleSettings.bValues[MORALE_BAD_EQUIPMENT] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BAD_EQUIPMENT", -2, -100, 1000); gMoraleSettings.bValues[MORALE_OWED_MONEY] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_OWED_MONEY", -3, -100, 100); gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_OWED_MONEY_DAYS", 3, 0, 100); gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PLAYER_INACTIVE", 3, -100, 100); gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PLAYER_INACTIVE_DAYS", 3, 0, 100); gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS", -1, -100, 100); gMoraleSettings.bValues[MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS", 2, -100, 100); gMoraleSettings.bValues[MORALE_PREVENTED_MISBEHAVIOUR] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_PREVENTED_MISBEHAVIOUR", -1, -100, 100); gMoraleSettings.bModifiers[MORALE_MOD_MAX] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MOD_MAX", -1, 0, 100); gMoraleSettings.bModifiers[PHOBIC_LIMIT] = iniReader.ReadInteger("Morale Modifiers Settings","PHOBIC_LIMIT", 20, 0, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY", -2, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY", -5, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_ONE_MERC_NEARBY] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_LONER_ONE_MERC_NEARBY", -2, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY", -5, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OPTIMIST] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OPTIMIST", 1, -100, 1000); gMoraleSettings.bModifiers[MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION", -5, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION", -5, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_SHOWOFF_AROUND] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_SHOWOFF_AROUND", -2, -100, 1000); gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED", 3, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SUPPRESSED] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_DAUNTLESS_SUPPRESSED", 3, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE", 3, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED", 2, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT", 1, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT", 1, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT", -1, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT", 1, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT", -1, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_COWARD_BAD_EVENT] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_OT_COWARD_BAD_EVENT", -2, -100, 100); gMoraleSettings.bModifiers[MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY] = iniReader.ReadInteger("Morale Modifiers Settings","MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY", -1, -100, 100); gDynamicOpinionEvent[OPINIONEVENT_FRIENDLYFIRE].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FRIENDLYFIRE", -10, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_SNITCHSOLDMEOUT].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SNITCHSOLDMEOUT", -3, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_SNITCHINTERFERENCE].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FRIENDLYFIRE", -5, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_FRIENDSWITHHATED].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FRIENDSWITHHATED", -4, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_CONTRACTEXTENSION].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_CONTRACTEXTENSION", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_ORDEREDRETREAT].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_ORDEREDRETREAT", -6, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_CIVKILLER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_CIVKILLER", -8, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_SLOWSUSDOWN].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SLOWSUSDOWN", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_NOSHARINGFOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_NOSHARINGFOOD", -1, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_ANNOYINGDISABILITY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_ANNOYINGDISABILITY", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_ADDICT].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_ADDICT", -6, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_THIEF].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_THIEF", -5, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_WORSTCOMMANDEREVER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_WORSTCOMMANDEREVER", -9, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_RICHGUY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_RICHGUY", -1, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_BETTERGEAR].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BETTERGEAR", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS", -3, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_BANDAGED].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BANDAGED", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_DRINKBUDDIES_GOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DRINKBUDDIES_GOOD", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_DRINKBUDDIES_SUPER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DRINKBUDDIES_SUPER", 4, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_DRINKBUDDIES_BAD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DRINKBUDDIES_BAD", -1, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_DRINKBUDDIES_WORSE].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DRINKBUDDIES_WORSE", -4, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_AGAINST_US].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_AGAINST_US", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_FOR_US].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FOR_US", 2, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_AGAINST_ENEMY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_AGAINST_ENEMY", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_FOR_ENEMY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FOR_ENEMY", -1, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_SOLVECONFLICT_REASON_GOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SOLVECONFLICT_REASON_GOOD", 2, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_SOLVECONFLICT_REASON_BAD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SOLVECONFLICT_REASON_BAD", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD", 3, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD", -3, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_DISEASE_DISGUSTING].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DISEASE_DISGUSTING", -3, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_DISEASE_TREATMENT].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_DISEASE_TREATMENT", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_BRUTAL_GOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BRUTAL_GOOD", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_BRUTAL_BAD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BRUTAL_BAD", -3, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_TEACHER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_TEACHER", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_BESTCOMMANDEREVER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BESTCOMMANDEREVER", 8, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_BATTLE_SAVIOUR].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_SAVIOUR", 6, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_FRAGTHIEF].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FRAGTHIEF", -2, -50, 0 ); gDynamicOpinionEvent[OPINIONEVENT_BATTLE_ASSIST].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_ASSIST", 1, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_BATTLE_TOOK_PRISONER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_TOOK_PRISONER", 3, 0, 50 ); gDynamicOpinionEvent[OPINIONEVENT_CIV_ATTACKER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_CIV_ATTACKER", -3, -50, 0 ); } void LoadReputationSettings() { CIniReader iniReader(REPUTATION_SETTINGS_FILE); gReputationSettings.bValues[REPUTATION_LOW_DEATHRATE] = iniReader.ReadInteger("Reputation Settings","REPUTATION_LOW_DEATHRATE", 5, -100, 100); gReputationSettings.bValues[REPUTATION_HIGH_DEATHRATE] = iniReader.ReadInteger("Reputation Settings","REPUTATION_HIGH_DEATHRATE", -5, -100, 100); gReputationSettings.bValues[REPUTATION_GREAT_MORALE] = iniReader.ReadInteger("Reputation Settings","REPUTATION_GREAT_MORALE", 3, -100, 100); gReputationSettings.bValues[REPUTATION_POOR_MORALE] = iniReader.ReadInteger("Reputation Settings","REPUTATION_POOR_MORALE", -3, -100, 100); gReputationSettings.bValues[REPUTATION_BATTLE_WON] = iniReader.ReadInteger("Reputation Settings","REPUTATION_BATTLE_WON", 2, -100, 100); gReputationSettings.bValues[REPUTATION_BATTLE_LOST] = iniReader.ReadInteger("Reputation Settings","REPUTATION_BATTLE_LOST", -2, -100, 100); gReputationSettings.bValues[REPUTATION_TOWN_WON] = iniReader.ReadInteger("Reputation Settings","REPUTATION_TOWN_WON", 5, -100, 100); gReputationSettings.bValues[REPUTATION_TOWN_LOST] = iniReader.ReadInteger("Reputation Settings","REPUTATION_TOWN_LOST", -5, -100, 100); gReputationSettings.bValues[REPUTATION_SOLDIER_DIED] = iniReader.ReadInteger("Reputation Settings","REPUTATION_SOLDIER_DIED", -2, -100, 100); gReputationSettings.bValues[REPUTATION_SOLDIER_CAPTURED] = iniReader.ReadInteger("Reputation Settings","REPUTATION_SOLDIER_CAPTURED", -1, -100, 100); gReputationSettings.bValues[REPUTATION_KILLED_CIVILIAN] = iniReader.ReadInteger("Reputation Settings","REPUTATION_KILLED_CIVILIAN", -5, -100, 100); gReputationSettings.bValues[REPUTATION_EARLY_FIRING] = iniReader.ReadInteger("Reputation Settings","REPUTATION_EARLY_FIRING", -3, -100, 100); gReputationSettings.bValues[REPUTATION_KILLED_MONSTER_QUEEN] = iniReader.ReadInteger("Reputation Settings","REPUTATION_KILLED_MONSTER_QUEEN", 15, -100, 100); gReputationSettings.bValues[REPUTATION_KILLED_DEIDRANNA] = iniReader.ReadInteger("Reputation Settings","REPUTATION_KILLED_DEIDRANNA", 25, -100, 100); gReputationSettings.bValues[REPUTATION_MERC_COMPLAIN_EQUIPMENT] = iniReader.ReadInteger("Reputation Settings","REPUTATION_MERC_COMPLAIN_EQUIPMENT", -1, -100, 100); gReputationSettings.bValues[REPUTATION_MERC_OWED_MONEY] = iniReader.ReadInteger("Reputation Settings","REPUTATION_MERC_OWED_MONEY", -2, -100, 100); gReputationSettings.bValues[REPUTATION_PLAYER_IS_INACTIVE] = iniReader.ReadInteger("Reputation Settings","REPUTATION_PLAYER_IS_INACTIVE", -3, -100, 100); gReputationSettings.bValues[REPUTATION_MERC_FIRED_ON_BAD_TERMS] = iniReader.ReadInteger("Reputation Settings","REPUTATION_MERC_FIRED_ON_BAD_TERMS", -3, -100, 100); } void LoadCreaturesSettings() { CIniReader iniReader(CREATURES_SETTINGS_FILE); gCreaturesSettings.ubCrepitusFeedingSectorX = iniReader.ReadInteger("Creatures Settings", "CREPITUS_FEEDING_SECTOR_X", 9); gCreaturesSettings.ubCrepitusFeedingSectorY = iniReader.ReadInteger("Creatures Settings", "CREPITUS_FEEDING_SECTOR_Y", 10); gCreaturesSettings.ubCrepitusFeedingSectorZ = iniReader.ReadInteger("Creatures Settings", "CREPITUS_FEEDING_SECTOR_Z", 2); } void FreeGameExternalOptions() { if (gGameExternalOptions.iaIMPSlots != NULL) // OJW - 20081129 - Fix memory leak when calling LoadGameExternalOptions twice MemFree( gGameExternalOptions.iaIMPSlots); } BOOLEAN GetCDLocation( ) { UINT32 uiStrngLength = 0; CHAR8 zCdLocation[ SGPFILENAME_LEN ]; UINT32 uiRetVal=0; //Do a crude check to make sure the GAME_INI_FILE file is the right on 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 // build a new one //First delete the old file // Snap: don't clobber the INI file! //FileDelete( GAME_INI_FILE ); //Get the location of the cdrom drive if( GetCDromDriveLetter( zCdLocation ) ) { CHAR8 *pTemp; //if it succeeded pTemp = strrchr( zCdLocation, ':' ); pTemp[0] = '\0'; } else { //put in a default location sprintf( zCdLocation, "c" ); } //Now create a new file WritePrivateProfileString( "Ja2 Settings", "CD", zCdLocation, ja2INIfile ); GetPrivateProfileString( "Ja2 Settings","CD", "", zCdLocation, SGPFILENAME_LEN, ja2INIfile ); } uiStrngLength = strlen( zCdLocation ); //if the string length is less the 1 character, it is a drive letter if( uiStrngLength == 1 ) { sprintf( gzCdDirectory, "%s:\\%s", zCdLocation, CD_ROOT_DIR ); } //else it is most likely a network location else if( uiStrngLength > 1 ) { sprintf( gzCdDirectory, "%s\\%s", zCdLocation, CD_ROOT_DIR ); } else { //no path was entered gzCdDirectory[ 0 ] = '.'; } return( TRUE ); } BOOLEAN GetCDromDriveLetter( STR8 pString ) { UINT32 uiSize=0; UINT8 ubCnt=0; CHAR8 zDriveLetters[512]; CHAR8 zDriveLetter[16]; UINT32 uiDriveType; uiSize = GetLogicalDriveStrings( 512, zDriveLetters ); for( ubCnt=0;ubCnt= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD ); else if ( gGameOptions.ubBobbyRayQuality >= BR_GREAT && gGameOptions.ubBobbyRayQuality < BR_EXCELLENT ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT ); else if ( gGameOptions.ubBobbyRayQuality >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuality < BR_AWESOME ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME ); //Bobby Ray option 2 if ( gGameOptions.ubBobbyRayQuantity >= BR_GOOD && gGameOptions.ubBobbyRayQuantity < BR_GREAT ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD ); else if ( gGameOptions.ubBobbyRayQuantity >= BR_GREAT && gGameOptions.ubBobbyRayQuantity < BR_EXCELLENT ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT ); else if ( gGameOptions.ubBobbyRayQuantity >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuantity < BR_AWESOME ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME ); // Item Progress Speed Option switch( gGameOptions.ubProgressSpeedOfItemsChoices ) { case ITEM_PROGRESS_VERY_SLOW: ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_PROGRESS_TITLE_TEXT ], gzGIOScreenText[ GIO_PROGRESS_VERY_SLOW_TEXT ] ); break; case ITEM_PROGRESS_SLOW: ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_PROGRESS_TITLE_TEXT ], gzGIOScreenText[ GIO_PROGRESS_SLOW_TEXT ] ); break; case ITEM_PROGRESS_NORMAL: ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_PROGRESS_TITLE_TEXT ], gzGIOScreenText[ GIO_PROGRESS_NORMAL_TEXT ] ); break; case ITEM_PROGRESS_FAST: ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_PROGRESS_TITLE_TEXT ], gzGIOScreenText[ GIO_PROGRESS_FAST_TEXT ] ); break; case ITEM_PROGRESS_VERY_FAST: ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_PROGRESS_TITLE_TEXT ], gzGIOScreenText[ GIO_PROGRESS_VERY_FAST_TEXT ] ); break; } // Iron Man Mode //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] ); // All Terrorists Option //if( gGameExternalOptions.fEnableAllTerrorists ) // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_ALL_TEXT ] ); //else // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TERRORISTS_TITLE_TEXT ], gzGIOScreenText[ GIO_TERRORISTS_RANDOM_TEXT ] ); //// All Weapon Caches Option //if( gGameOptions.fEnableAllWeaponCaches ) // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_ALL_TEXT ] ); //else // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_CACHES_TITLE_TEXT ], gzGIOScreenText[ GIO_CACHES_RANDOM_TEXT ] ); // Tons of Guns Option if( gGameOptions.fGunNut ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], gzGIOScreenText[ GIO_GUN_NUT_TEXT ] ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GUN_OPTIONS_TEXT ], gzGIOScreenText[ GIO_REDUCED_GUNS_TEXT ] ); //Sci fi option ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_STYLE_TEXT ], gzGIOScreenText[ GIO_REALISTIC_TEXT + gGameOptions.ubGameStyle ] ); ////Timed Turns option //// JA2Gold: no timed turns //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_TIMED_TURN_TITLE_TEXT ], gzGIOScreenText[ GIO_NO_TIMED_TURNS_TEXT + gGameOptions.fTurnTimeLimit ] ); if (!is_networked) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() ); //#ifdef _DEBUG // // WDS - Add debug output here // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() ); //#endif ////if( CHEATER_CHEAT_LEVEL() ) //{ // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[58], CurrentPlayerProgressPercentage(), HighestPlayerProgressPercentage() ); //} } BOOLEAN MeanwhileSceneSeen( UINT8 ubMeanwhile ) { UINT32 uiCheckFlag; if ( ubMeanwhile > 32 || ubMeanwhile > NUM_MEANWHILES ) { return( FALSE ); } uiCheckFlag = 0x1 << ubMeanwhile; if ( gGameSettings.uiMeanwhileScenesSeenFlags & uiCheckFlag ) { return( TRUE ); } else { return( FALSE ); } } BOOLEAN SetMeanwhileSceneSeen( UINT8 ubMeanwhile ) { UINT32 uiCheckFlag; if ( ubMeanwhile > 32 || ubMeanwhile > NUM_MEANWHILES ) { // can't set such a flag! return( FALSE ); } uiCheckFlag = 0x1 << ubMeanwhile; gGameSettings.uiMeanwhileScenesSeenFlags |= uiCheckFlag; return( TRUE ); } BOOLEAN CanGameBeSaved() { //if the iron man mode is on if( gGameOptions.fIronManMode ) { //if we are in turn based combat if( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && gGameOptions.ubIronManMode < 3 ) { //no save for you return( FALSE ); } //if there are enemies in the current sector if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 && NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 && gGameOptions.ubIronManMode < 2 ) { //no save for you return( FALSE ); } if( gGameOptions.ubIronManMode == 3 && ( GetWorldHour() != gGameExternalOptions.ubExtremeIronManSavingHour || guiMin != 0 ) ) { //no save for you return( FALSE ); } //All checks failed, so we can save return( TRUE ); } else { return( TRUE ); } }