#ifndef _GAME_VERSION_H_ #define _GAME_VERSION_H_ #ifdef __cplusplus extern "C" { #endif // // Keeps track of the game version // extern CHAR16 zVersionLabel[256]; extern CHAR8 czVersionNumber[16]; extern CHAR16 zTrackingNumber[16]; //ADB: I needed these here so I moved them, and why put them in *.cpp anyways? // // Keeps track of the saved game version. Increment the saved game version whenever // you will invalidate the saved game file #define SAVE_GAME_VERSION 137 // 134 // 133 // 132 //131 //125 //124 //114 //113 //112 //111 //110 //109 //108 //107 //106 //105 //104 //103 //102 //101 //100 // 99 #define EXTERNALISED_MERCHANTS 137 // Flugente: increased the number of merchants and externalised their data #define PRISON_SYSTEM 136 // Flugente: added var to the sector structure. Shouldn't break compatibility, but let's be safe #define DUAL_BURST_ADDED 135 #define MORE_ROOMS 134 // changed room numbers from 8 to 16 bit by DBrot #define FOOD_CHANGES 133 // changes for food system #define ZOMBIE_CHANGES 132 // Included some changes for Zombies #define JA25_UB_INTEGRATION 131 // Before this, the JA25 Unfinished Business code was not integrated (see "Builddefines.h" JA2UB) #define IMPROVED_INTERRUPT_SYSTEM 130 #define ENCYCLOPEDIA_SAVEGAME_CHANGE 129 // Added encyclopedia #define HIDDENTOWN_DATATYPE_CHANGE 128 #define NEW_EMAIL_SAVE_GAME 127 #define NEW_SAVE_GAME_GENERAL_SAVE_INFO_DATA 126 #define QUESTS_DATATYPE_CHANGE 125 // Before this, we had a maximum number of 30 quests (JA2 default) (by Jazz) #define VEHICLES_DATATYPE_CHANGE 124 // Before this, vehicles were not externalized (by Jazz) #define FIXED_MERC_NOT_AVAILABLE_ON_MERC_WEBSITE 123 // Before this, only Bubba was available on MERC website #define FIXED_CREPITUS_IN_REALISTIC_GAME_MODE 122 // Before this, there was an initializing problem in GameInit.lua on startup, in which we could meet crepitus in Tixa underground map #define FIXED_NPC_QUOTE_BUG 121 // Before this, we need to reload all npc quote information because it was not being saved and loaded correctly. #define MOVED_GENERAL_INFO 120 // Before this, general game information was saved much later in the save game process. #define NCTH_AUTOFIRE_UPDATE 119 // Before this, we didn't track the original autofire offsets #define BR_EMAIL_DATA_CHANGE 118 // Before this, BR emails caused CTD #define NCTH_DATATYPE_CHANGE 117 // Before this, we did not have HAM 4.0 NCTH #define NEW_GENERAL_SAVE_INFO_DATA 116 // Before this, we did not have HAM 4.0 general info #define IMP_TRAIT_EXPERT_ITEMS_CHANGE 115 // Before this, we did not have additional expert items defined in IMPItemChoices.xml #define LUA_SAVEGAME_CHANGE 114 // Before this, we did not have additional lua script files (e.g: Intro.lua, ...) #define STOMP12_SAVEGAME_DATATYPE_CHANGE2 113 // Before this, STOMP did not allow to have up to 30 traits #define NAS_SAVEGAME_DATATYPE_CHANGE 112 // Before this, NAS settings (ON/OFF) was not saved to the savegame #define STOMP12_SAVEGAME_DATATYPE_CHANGE 111 // Before this, STOMP v1.2 was not included in the source #define BUGFIX_NPC_DATA_FOR_BIG_MAPS 110 // Before this, we had a bug in the NPC Data for Big Maps (this fix was introduced in the Closed Beta) #define STRATEGIC_MINES_DATATYPE_CHANGE 109 // Before this, we did not have strategic mines initialization via lua script #define HIDE_NPC_NAMES_FOR_UNKNOWN_PERSONS 108 // Before this, we did not have hiding of npc names for unknown persons included (by jazz) #define BIG_MAPS_PROJECT_SAVEGAME_DATATYPE_CHANGE 107 // Before this, we did not have big maps project #define AIRPORT_SAVEGAME_DATATYPE_CHANGE 106 // Before this, we did not have airport externalized #define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes #define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system //#define RUSSIANGOLD #ifdef __cplusplus } #endif #endif