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https://github.com/1dot13/source.git
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Added Min/Max Suppression Tolerance values (from Headrock). Bugfix: Took away the ability to reload a weapon from the item description box while using an ammo crate. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
660 lines
20 KiB
C
660 lines
20 KiB
C
#ifndef _GAME_SETTINGS__H_
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#define _GAME_SETTINGS__H_
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#include "Types.h"
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//If you add any options, MAKE sure you add the corresponding string to the Options Screen string array
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enum
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{
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TOPTION_SPEECH,
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TOPTION_MUTE_CONFIRMATIONS,
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TOPTION_SUBTITLES,
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TOPTION_KEY_ADVANCE_SPEECH,
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TOPTION_ANIMATE_SMOKE,
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// TOPTION_HIDE_BULLETS,
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// TOPTION_CONFIRM_MOVE,
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TOPTION_BLOOD_N_GORE,
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TOPTION_DONT_MOVE_MOUSE,
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TOPTION_OLD_SELECTION_METHOD,
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TOPTION_ALWAYS_SHOW_MOVEMENT_PATH,
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// TOPTION_TIME_LIMIT_TURNS, //moved to the game init screen
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TOPTION_SHOW_MISSES,
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TOPTION_RTCONFIRM,
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// TOPTION_DISPLAY_ENEMY_INDICATOR, //Displays the number of enemies seen by the merc, ontop of their portrait
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TOPTION_SLEEPWAKE_NOTIFICATION,
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TOPTION_USE_METRIC_SYSTEM, //If set, uses the metric system
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TOPTION_MERC_ALWAYS_LIGHT_UP,
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TOPTION_SMART_CURSOR,
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TOPTION_SNAP_CURSOR_TO_DOOR,
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TOPTION_GLOW_ITEMS,
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TOPTION_TOGGLE_TREE_TOPS,
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TOPTION_TOGGLE_WIREFRAME,
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TOPTION_3D_CURSOR,
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TOPTION_CTH_CURSOR,
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TOPTION_GL_BURST_CURSOR,
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TOPTION_DROP_ALL,
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TOPTION_GL_HIGH_ANGLE,
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TOPTION_AIM_LEVEL_RESTRICTION,
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TOPTION_SPACE_SELECTS_NEXT_SQUAD,
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TOPTION_SHOW_ITEM_SHADOW,
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TOPTION_SHOW_WEAPON_RANGE_IN_TILES,
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TOPTION_TRACERS_FOR_SINGLE_FIRE,
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TOPTION_RAIN_SOUND,
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TOPTION_ALLOW_CROWS,
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TOPTION_USE_RANDOM_PERSONALITY,
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TOPTION_USE_AUTO_SAVE,
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TOPTION_SILENT_SKYRIDER,
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TOPTION_LOW_CPU_USAGE,
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TOPTION_ENHANCED_DESC_BOX,
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TOPTION_TOGGLE_TURN_MODE, // arynn : add forced turn mode
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NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
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//These options will NOT be toggable by the Player
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TOPTION_MERC_CASTS_LIGHT = NUM_GAME_OPTIONS,
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TOPTION_HIDE_BULLETS,
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TOPTION_TRACKING_MODE,
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NUM_ALL_GAME_OPTIONS,
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};
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typedef struct
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{
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INT8 bLastSavedGameSlot; // The last saved game number goes in here
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UINT8 ubMusicVolumeSetting;
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UINT8 ubSoundEffectsVolume;
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UINT8 ubSpeechVolume;
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//The following are set from the status of the toggle boxes in the Options Screen
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UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ];
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CHAR8 zVersionNumber[14];
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UINT32 uiSettingsVersionNumber;
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UINT32 uiMeanwhileScenesSeenFlags;
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BOOLEAN fHideHelpInAllScreens;
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BOOLEAN fUNUSEDPlayerFinishedTheGame; // JA2Gold: for UB compatibility
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UINT8 ubSizeOfDisplayCover;
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UINT8 ubSizeOfLOS;
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UINT8 ubFiller[17];
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} GAME_SETTINGS;
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// CHRISL: New Enums to track inventory system
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enum
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{
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INVENTORY_OLD = 0,
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INVENTORY_NEW = 1
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};
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//Enums for the difficulty levels
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enum
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{
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DIF_LEVEL_ZERO,
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DIF_LEVEL_EASY,
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DIF_LEVEL_MEDIUM,
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DIF_LEVEL_HARD,
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DIF_LEVEL_INSANE,
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DIF_LEVEL_FIVE,
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};
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//Enums for the difficulty levels
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enum
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{
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STYLE_REALISTIC = 0, //the specific indices are there to keep compartibility wiht old saves (back when there were only 2 styles)
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STYLE_SCIFI = 1,
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STYLE_PLATINUM = 2,
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};
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enum
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{
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BR_GOOD = 1,
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BR_GREAT = 2,
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BR_EXCELLENT = 4,
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BR_AWESOME = 10,
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};
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typedef struct
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{
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BOOLEAN fGunNut;
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BOOLEAN fAirStrikes;//Madd
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UINT8 ubGameStyle;
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UINT8 ubDifficultyLevel;
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BOOLEAN fTurnTimeLimit;
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BOOLEAN fIronManMode;
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UINT8 ubBobbyRay;
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UINT8 ubInventorySystem;
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UINT8 ubFiller[6];
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} GAME_OPTIONS;
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bool UsingNewInventorySystem();
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BOOLEAN IsNIVModeValid(bool checkRes = true);
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// Snap: Options read from an INI file in the default of custom Data directory
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typedef struct
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{
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INT32 iStartingCashNovice;
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INT32 iStartingCashExperienced;
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INT32 iStartingCashExpert;
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INT32 iStartingCashInsane;
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UINT32 iGameStartingTime; //Lalien: game starting time
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UINT32 iFirstArrivalDelay;
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BOOLEAN fSellAll;
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INT16 iPriceModifier;
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// WDS: Allow flexible numbers of IMPs of each sex
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INT32 iIMPMaleCharacterCount; // Count of how many there are
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INT32 iIMPFemaleCharacterCount;
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INT32 iMaxIMPCharacters; // Limit of how many to allow
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//
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// iaIMPSlots is an array of the slots (in prof.dat) to use for IMPs.
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//
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INT32 *iaIMPSlots;
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INT32 iMinAttribute;
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INT32 iMaxAttribute;
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INT32 iImpAttributePoints;
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INT32 iMaxZeroBonus;
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INT32 iStartAttribute;
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INT32 iMaxMilitiaPerSector;
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INT32 iTrainingSquadSize;
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INT32 iMilitiaTrainingCost;
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INT32 iMilitiaCostModifier;
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INT32 iRegularCostModifier;
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INT32 iVeteranCostModifier;
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INT32 iMinLoyaltyToTrain;
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INT32 iMaxEnemyGroupSize;
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INT32 iReinforcementPoolNovice;
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INT32 iReinforcementPoolExperienced;
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INT32 iReinforcementPoolExpert;
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INT32 iReinforcementPoolInsane;
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INT32 iForcePercentageNovice;
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INT32 iForcePercentageExperienced;
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INT32 iForcePercentageExpert;
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INT32 iForcePercentageInsane;
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INT32 iPercentElitesBonusExpert;
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INT32 iPercentElitesBonusInsane;
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INT32 iPercentElitesBonusExperienced;
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UINT8 ubMinEnemyGroupSizeNovice;
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UINT8 ubMinEnemyGroupSizeExperienced;
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UINT8 ubMinEnemyGroupSizeExpert;
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UINT8 ubMinEnemyGroupSizeInsane;
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BOOLEAN fMercDayOne;
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BOOLEAN fAllMercsAvailable;
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//BOOLEAN fPers_att;
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INT8 iCustomPersonality;
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INT8 iCustomAttitude;
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INT8 iEasyAPBonus;
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INT8 iExperiencedAPBonus;
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INT8 iExpertAPBonus;
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INT8 iInsaneAPBonus;
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INT8 iPlayerAPBonus;
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// Kaiden: Vehicle Inventory change - Added for INI Option
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BOOLEAN fVehicleInventory;
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BOOLEAN fEnableChanceOfEnemyAmbushesOnInsaneDifficult;
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// System settings
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UINT8 gubDeadLockDelay;
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BOOLEAN gfEnableEmergencyButton_SkipStrategicEvents;
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//Video settings
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BOOLEAN gfVSync;
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//Animation settings
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UINT32 gubPlayerTurnSpeedUpFactor;
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UINT32 gubEnemyTurnSpeedUpFactor;
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UINT32 gubCreatureTurnSpeedUpFactor;
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UINT32 gubMilitiaTurnSpeedUpFactor;
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UINT32 gubCivilianTurnSpeedUpFactor;
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//Sound settings
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UINT32 guiWeaponSoundEffectsVolume;
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// WDS - Option to turn off stealing
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BOOLEAN fStealingDisabled;
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// Militia Settings
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BOOLEAN fAllowTacticalMilitiaCommand;
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BOOLEAN gfTrainVeteranMilitia;
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BOOLEAN gfAllowMilitiaGroups;
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BOOLEAN gfmusttrainroaming;
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BOOLEAN gflimitedRoaming;
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BOOLEAN gfAllowReinforcements;
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BOOLEAN gfAllowReinforcementsOnlyInCity;
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UINT32 guiBaseQueenPoolIncrement;
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UINT32 guiAllowMilitiaGroupsDelay;
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UINT32 guiTrainVeteranMilitiaDelay;
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UINT32 guiCreateEachNHours;
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UINT32 guiDivOfOriginalMilitia;
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UINT32 guiMinMilitiaSquadSize;
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UINT32 guiMaxMilitiaSquadSize;
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UINT32 guiMaxMilitiaSquadSizeBattle;
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BOOLEAN gfAllowSoldierToolTips;
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// WDS - Improve Tony's and Devin's inventory like BR's
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BOOLEAN tonyUsesBRSetting;
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BOOLEAN devinUsesBRSetting;
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// WDS - Smart goggle switching
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BOOLEAN smartGoggleSwitch;
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// WDS - Automatically flag mines
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BOOLEAN automaticallyFlagMines;
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// WDS - Automatically try to save when an assertion failure occurs
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BOOLEAN autoSaveOnAssertionFailure;
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UINT32 autoSaveTime;
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//Sight range
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UINT32 ubStraightSightRange;
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UINT32 ubVisDistDecreasePerRainIntensity;
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BOOLEAN gfAllowLimitedVision;
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BOOLEAN gfShiftFUnloadWeapons;
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BOOLEAN gfShiftFRemoveAttachments;
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// Rain settings
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BOOLEAN gfAllowRain;
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UINT32 gusRainChancePerDay;
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UINT32 gusRainMinLength;
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UINT32 gusRainMaxLength;
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UINT32 guiMaxRainDrops;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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double ubBreathGainReductionPerRainIntensity;
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// Thunder settings
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BOOLEAN gfAllowLightning;
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UINT32 guiMinLightningInterval;
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UINT32 guiMaxLightningInterval;
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UINT32 guiMinDLInterval;
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UINT32 guiMaxDLInterval;
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UINT32 guiProlongLightningIfSeenSomeone;
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UINT32 guiChanceToDoLightningBetweenTurns;
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// WDS - Progress settings
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UINT32 ubGameProgressPortionKills;
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UINT32 ubGameProgressPortionControl;
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UINT32 ubGameProgressPortionIncome;
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UINT32 ubGameProgressPortionVisited;
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UINT32 ubGameProgressMinimum;
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UINT32 ubGameProgressIncrement;
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// WDS - Advanced start
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UINT32 ubIMPStartingLevel;
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// Event settings
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UINT32 ubGameProgressStartMadlabQuest;
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UINT32 ubGameProgressMikeAvailable;
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UINT32 ubGameProgressIggyAvaliable;
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BOOLEAN ubSendTroopsToDrassen;
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// WDS - make number of mercenaries, etc. be configurable
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// group sizes
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UINT32 ubGameMaximumNumberOfPlayerMercs;
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UINT32 ubGameMaximumNumberOfPlayerVehicles;
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UINT32 ubGameMaximumNumberOfEnemies;
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UINT32 ubGameMaximumNumberOfCreatures;
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UINT32 ubGameMaximumNumberOfRebels;
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UINT32 ubGameMaximumNumberOfCivilians;
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//Gameplay settings
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UINT32 ubExplosivesDamageMultiplier;
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UINT32 ubGunDamageMultiplier;
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UINT32 ubMeleeDamageMultiplier;
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UINT32 ubEasyEnemyStartingAlertLevel;
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UINT32 ubNormalEnemyStartingAlertLevel;
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UINT32 ubHardEnemyStartingAlertLevel;
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UINT32 ubInsaneEnemyStartingAlertLevel;
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UINT32 ubEasyEnemyStartingAlertDecay;
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UINT32 ubNormalEnemyStartingAlertDecay;
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UINT32 ubHardEnemyStartingAlertDecay;
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UINT32 ubInsaneEnemyStartingAlertDecay;
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UINT32 ubEasyTimeEvaluateInMinutes;
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UINT32 ubNormalTimeEvaluateInMinutes;
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UINT32 ubHardTimeEvaluateInMinutes;
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UINT32 ubInsaneTimeEvaluateInMinutes;
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UINT32 ubEasyTimeEvaluateVariance;
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UINT32 ubNormalTimeEvaluateVariance;
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UINT32 ubHardTimeEvaluateVariance;
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UINT32 ubInsaneTimeEvaluateVariance;
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UINT32 ubEasyGracePeriodInHours;
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UINT32 ubNormalGracePeriodInHours;
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UINT32 ubHardGracePeriodInHours;
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UINT32 ubInsaneGracePeriodInHours;
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UINT32 ubEasyPatrolGracePeriodInDays;
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UINT32 ubNormalPatrolGracePeriodInDays;
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UINT32 ubHardPatrolGracePeriodInDays;
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UINT32 ubInsanePatrolGracePeriodInDays;
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UINT32 ubEasyNumAwareBattles;
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UINT32 ubNormalNumAwareBattles;
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UINT32 ubHardNumAwareBattles;
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UINT32 ubInsaneNumAwareBattles;
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// WDS - New AI
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BOOLEAN useNewAI;
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BOOLEAN gfEasyUnlimitedTroops;
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BOOLEAN gfNormalUnlimitedTroops;
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BOOLEAN gfHardUnlimitedTroops;
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BOOLEAN gfInsaneUnlimitedTroops;
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BOOLEAN gfEasyAggressiveQueen;
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BOOLEAN gfNormalAggressiveQueen;
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BOOLEAN gfHardAggressiveQueen;
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BOOLEAN gfInsaneAggressiveQueen;
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BOOLEAN gfInvestigateSector;
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BOOLEAN gfReassignPendingReinforcements;
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INT32 ubEnemiesItemDrop;
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BOOLEAN gfUseExternalLoadscreens;
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BOOLEAN gfUseAutoSave;
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//Merc Assignment settings
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INT32 ubAssignmentUnitsPerDay;
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INT32 ubMinutesForAssignmentToCount;
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INT32 ubTrainingSkillMin;
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INT32 ubTrainingSkillMax;
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INT32 ubSelfTrainingDivisor;
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INT32 ubInstructedTrainingDivisor;
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INT32 ubGunRangeTrainingBonus;
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INT32 ubTownMilitiaTrainingRate;
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INT32 ubMaxMilitiaTrainersPerSector;
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INT32 ubTeachBonusToTrain;
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INT32 ubRpcBonusToTrainMilitia;
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INT32 ubMinSkillToTeach;
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INT32 ubLowActivityLevel;
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INT32 ubMediumActivityLevel;
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INT32 ubHighActivityLevel;
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INT32 ubDoctoringRateDivisor;
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INT32 ubHospitalHealingRate;
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INT32 ubBaseMedicalSkillToDealWithEmergency;
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INT32 ubMultiplierForDifferenceInLifeValueForEmergency;
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INT32 ubPointCostPerHealthBelowOkLife;//OKLIFE = 15
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INT32 ubRepairCostPerJam;
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INT32 ubRepairRateDivisor;
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//Misc settings
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BOOLEAN fAmmoDynamicWeight; //Pulmu
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BOOLEAN fEnableCrepitus;
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BOOLEAN fEnableAllWeaponCaches;
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BOOLEAN fEnableAllTerrorists;
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BOOLEAN gfRevealItems;
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BOOLEAN fEnableArmorCoverage; // ShadoWarrior for Captain J's armor coverage
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// ShadoWarrior: Tooltip changes (start)
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UINT8 ubSoldierTooltipDetailLevel;
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BOOLEAN fEnableDynamicSoldierTooltips;
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BOOLEAN fEnableSoldierTooltipLocation;
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BOOLEAN fEnableSoldierTooltipBrightness;
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BOOLEAN fEnableSoldierTooltipRangeToTarget;
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BOOLEAN fEnableSoldierTooltipID;
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BOOLEAN fEnableSoldierTooltipOrders;
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BOOLEAN fEnableSoldierTooltipAttitude;
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BOOLEAN fEnableSoldierTooltipActionPoints;
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BOOLEAN fEnableSoldierTooltipHealth;
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BOOLEAN fEnableSoldierTooltipHelmet;
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BOOLEAN fEnableSoldierTooltipVest;
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BOOLEAN fEnableSoldierTooltipLeggings;
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BOOLEAN fEnableSoldierTooltipHeadItem1;
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BOOLEAN fEnableSoldierTooltipHeadItem2;
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BOOLEAN fEnableSoldierTooltipWeapon;
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BOOLEAN fEnableSoldierTooltipSecondHand;
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BOOLEAN fEnableSoldierTooltipBigSlot1;
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BOOLEAN fEnableSoldierTooltipBigSlot2;
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BOOLEAN fEnableSoldierTooltipBigSlot3;
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BOOLEAN fEnableSoldierTooltipBigSlot4;
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BOOLEAN fEnableSoldierTooltipBigSlot5;
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BOOLEAN fEnableSoldierTooltipBigSlot6;
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BOOLEAN fEnableSoldierTooltipBigSlot7;
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// ShadoWarrior: Tooltip changes (end)
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//Kaiden MERC Deaths Externalized:
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BOOLEAN gfMercsDieOnAssignment;
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INT32 giEasyMercDeaths;
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INT32 giExperiencedMercDeaths;
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INT32 giExpertMercDeaths;
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INT32 giInsaneMercDeaths;
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// Lesh: slow enemy items choice progress
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BOOLEAN fSlowProgressForEnemyItemsChoice;
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//afp - use bullet tracers
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BOOLEAN gbBulletTracer;
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// CHRISL: option to allow Slay to remain as a hired PC
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BOOLEAN fEnableSlayForever;
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// CHRISL: Setting to turn off the description and stack popup options from the sector inventory panel
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BOOLEAN fSectorDesc;
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// WANNE: Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
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BOOLEAN fRestrictFemaleEnemiesExceptElite;
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// HEADROCK: Enhanced Item Description Box ON/OFF
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// WANNE: Changed from BOOLEAN to INT32!
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INT32 fEnhancedDescriptionBox;
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// WANNE: Always use "prof.dat".
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BOOLEAN fAlwaysUseProfDat;
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// HEADROCK HAM B1: Global modifier for mine income (0 is automatically turned to 1 to avoid divide-by-zero.)
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INT16 iMineIncomePercentage;
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// HEADROCK HAM B1: Allows changing the maximum CTH possible, for any attack 0-100
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UINT8 iMaximumCTH;
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// HEADROCK HAM B1: Allows changing the minimum CTH possible, for any attack 0-100
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UINT8 iMinimumCTH;
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// HEADROCK HAM B1: Allows reducing the chance of scoring a hit fractionally, if CTH = Minimum CTH
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UINT8 iMinimumCTHDivisor;
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// HEADROCK HAM B1: Allows Restricted Roaming Militia to move through previously visited sectors, even if restricted.
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BOOLEAN bUnrestrictVisited;
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// HEADROCK HAM B1: Allows the capture of towns to dynamically alter roaming restrictions
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BOOLEAN bDynamicRestrictRoaming;
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// HEADROCK HAM B2: Reset suppression counter. 0 = never (oldskool), 1 = Every turn, 2 = Every attack.
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UINT8 iClearSuppression;
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|
|
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// HEADROCK HAM B2.1: This controls how effective suppression is, by increasing the number of ubSuppressionPoints accumulated by combatants (percentage);
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INT16 iSuppressionEffectiveness;
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|
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// HEADROCK HAM B2: MAXIMUM number of APs that can be lost to suppression in a given turn (0=unlimited)
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BOOLEAN fSuppressionAPLossPerTurn;
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|
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// HEADROCK HAM B2: MAXIMUM number of APs that can be lost to suppression in a given attack (0=unlimited)
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BOOLEAN fSuppressionAPLossPerAttack;
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UINT8 iSuppressionToleranceMax;
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UINT8 iSuppressionToleranceMin;
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// HEADROCK HAM B2: Suppression Shock ON/OFF
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BOOLEAN fSuppressionShock;
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// HEADROCK HAM B2: Suppression Shock effectiveness (percentage, 100 = "normal", 0 = deactivated. Range 0-65535)
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|
UINT16 iSuppressionShockEffectiveness;
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|
|
|
// HEADROCK HAM B2.1: CTH penalty given by a "Cowering" target to any enemy shooter.
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|
INT8 iAimPenaltyPerTargetShock;
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|
|
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// HEADROCK HAM B2.3: It is now possible for "cowering" to increase a target's suppression.
|
|
UINT16 iCowerEffectOnSuppression;
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|
|
|
// HEADROCK HAM B2.5: Turn on Realistic Tracers. 0 = off (regular tracers). 1 = Fully realistic tracers. 2 = Tracer Bump + 1.13 Autofire Penalty Reduction
|
|
UINT8 iRealisticTracers;
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|
|
|
// HEADROCK HAM B2.5: Realistic tracers - one of every X bullets in a tracer magazines will be a tracer bullet. 0 = off (JA2 normal)
|
|
UINT8 iNumBulletsPerTracer;
|
|
|
|
// HEADROCK HAM B2.5: Realistic tracers - CTH increased by this amount whenever a tracer is fired. 0 = off.
|
|
INT16 iCTHBumpPerTracer;
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|
|
|
// HEADROCK HAM B2.6: Increased aiming costs?
|
|
BOOLEAN fIncreasedAimingCost;
|
|
|
|
// HEADROCK HAM B2.6: Dynamically determine Max-Aiming based also on weapon, bipod, etc?
|
|
BOOLEAN fDynamicAimingTime;
|
|
|
|
// HEADROCK HAM B2.6: Controls how much effect target movement has on aiming
|
|
FLOAT iMovementEffectOnAiming;
|
|
|
|
// HEADROCK HAM B2.6: Autofire Bullets/5AP modifier
|
|
INT16 iAutofireBulletsPer5APModifier;
|
|
|
|
// HEADROCK HAM B2.6/B1: Adjustable "luck" factor in Auto-Resolve
|
|
FLOAT iAutoResolveLuckFactor;
|
|
|
|
// 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.
|
|
UINT8 iMaxSuppressionShock;
|
|
|
|
// HEADROCK HAM B2.6/2/1: Toggle new Burst/Auto CTH bars: 0=neither, 1=both, 2=Burst, 3=Auto
|
|
UINT8 iNewCTHBars;
|
|
|
|
// HEADROCK HAM B2.6: Toggle whether AI checks for larger magazine when wanting to suppress at a distance
|
|
BOOLEAN fIncreaseAISuppressionFire;
|
|
|
|
// HEADROCK HAM B2.7: Change the speed of skill progression. (defaults set to JA2 normal)
|
|
UINT16 ubHealthSubpointsToImprove;
|
|
UINT16 ubStrengthSubpointsToImprove;
|
|
UINT16 ubDexteritySubpointsToImprove;
|
|
UINT16 ubAgilitySubpointsToImprove;
|
|
UINT16 ubWisdomSubpointsToImprove;
|
|
UINT16 ubMarksmanshipSubpointsToImprove;
|
|
UINT16 ubMedicalSubpointsToImprove;
|
|
UINT16 ubMechanicalSubpointsToImprove;
|
|
UINT16 ubExplosivesSubpointsToImprove;
|
|
UINT16 ubLeadershipSubpointsToImprove;
|
|
UINT16 ubLevelSubpointsToImprove;
|
|
|
|
// 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.
|
|
BOOLEAN fApproximateCTH;
|
|
|
|
// 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.
|
|
BOOLEAN fAllowMilitiaMoveThroughMinorCities;
|
|
|
|
// HEADROCK HAM B2.7: Smarter Roaming Militia Generator will generate Roamers in any available city perimeter square, allowing us to avoid "wasting" training sessions more easily.
|
|
BOOLEAN fSmartRoamingMilitiaGenerator;
|
|
|
|
// HEADROCK HAM B2.7: When "TRUE", Roaming Militia will be created on a 25% Veteran, 25% Regular, 50% green basis. If new militia is placed into a full group, it will upgrade greens/regulars in that group.
|
|
BOOLEAN fDiverseRoamingMilitiaGroups;
|
|
|
|
// HEADROCK HAM B2.8: This setting controls whether militia will try to join up into the largest groups they can, or average out the size of the groups to cover more territory.
|
|
UINT8 ubRoamingMilitiaSpreadsOutChance;
|
|
|
|
// 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
|
|
UINT8 ubCoweringPenaltyDivisorProne;
|
|
UINT8 ubCoweringPenaltyDivisorCrouchedHead;
|
|
UINT8 ubCoweringPenaltyDivisorCrouchedTorso;
|
|
UINT8 ubCoweringPenaltyDivisorCrouchedLegs;
|
|
|
|
// 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.
|
|
UINT16 usMinRangeForFullCoweringPenalty;
|
|
|
|
// HEADROCK HAM B2.8: Absolute maximum CTH penalty from target/shooter cowering
|
|
UINT16 usMaxShooterCoweringPenalty;
|
|
UINT16 usMaxTargetCoweringPenalty;
|
|
|
|
// HEADROCK HAM B2.8: If this is turned on, Militia will drop their equipment similar to enemies, IF killed by non-player character.
|
|
UINT8 ubMilitiaDropEquipment;
|
|
|
|
// 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.
|
|
UINT8 ubSmartTrainingSleep;
|
|
|
|
// 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.
|
|
UINT8 ubSmartTrainingWake;
|
|
|
|
// 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.
|
|
UINT8 ubSmartTrainingRest;
|
|
|
|
} GAME_EXTERNAL_OPTIONS;
|
|
|
|
//This structure will contain general Ja2 settings NOT individual game settings.
|
|
extern GAME_SETTINGS gGameSettings;
|
|
|
|
//This structure will contain the Game options set at the beginning of the game.
|
|
extern GAME_OPTIONS gGameOptions;
|
|
|
|
// Snap: Options read from an INI file in the default of custom Data directory
|
|
extern GAME_EXTERNAL_OPTIONS gGameExternalOptions;
|
|
|
|
// WDS - Automatically try to save when an assertion failure occurs
|
|
extern bool alreadySaving;
|
|
|
|
BOOLEAN SaveGameSettings();
|
|
BOOLEAN LoadGameSettings();
|
|
// Snap: Read options from an INI file in the default of custom Data directory
|
|
void LoadGameExternalOptions();
|
|
void LoadGameAPBPConstants();
|
|
void FreeGameExternalOptions();
|
|
|
|
void InitGameOptions();
|
|
|
|
void InitGameSettings();
|
|
|
|
BOOLEAN GetCDLocation( );
|
|
|
|
void DisplayGameSettings( );
|
|
|
|
BOOLEAN MeanwhileSceneSeen( UINT8 ubMeanwhile );
|
|
|
|
BOOLEAN SetMeanwhileSceneSeen( UINT8 ubMeanwhile );
|
|
|
|
BOOLEAN CanGameBeSaved();
|
|
|
|
INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse = FALSE);
|
|
|
|
#endif
|