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Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
464 lines
18 KiB
C++
464 lines
18 KiB
C++
#ifndef __XML_H
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#define __XML_H
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#include "armsdealerinvinit.h"
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#include "EnemyItemDrops.h"
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#include "Loading Screen.h"
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#include "faces.h"
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#include "Interface.h"
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#include "XML_SenderNameList.h"
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#include "mainmenuscreen.h"
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#include "ub_config.h"
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#include "Strategic Town Loyalty.h"
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#include "qarray.h"
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#include "XML_Language.h"
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#include "Encyclopedia_Data.h"
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#include "Encyclopedia.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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enum
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{
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ELEMENT_NONE = 0,
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ELEMENT_LIST,
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ELEMENT,
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ELEMENT_PROPERTY,
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ELEMENT_SUBLIST,
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ELEMENT_SUBLIST_PROPERTY,
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// For new merchant inventory
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MERCHANT_CONTROL,
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MERCHANT_CASH,
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MERCHANT_CASH_DAILY,
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MERCHANT_COOLNESS,
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MERCHANT_FLAGS,
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MERCHANT_REORDER
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}
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typedef PARSE_STAGE;
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#define MAX_CHAR_DATA_LENGTH 500
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#define TABLEDATA_DIRECTORY "TableData\\"
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#define GERMAN_PREFIX "German."
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#define RUSSIAN_PREFIX "Russian."
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#define DUTCH_PREFIX "Dutch."
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#define POLISH_PREFIX "Polish."
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#define FRENCH_PREFIX "French."
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#define ITALIAN_PREFIX "Italian."
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#define TAIWANESE_PREFIX "Taiwanese."
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#define CHINESE_PREFIX "Chinese."
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#define ATTACHMENTSFILENAME "Attachments.xml"
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#define ATTACHMENTINFOFILENAME "AttachmentInfo.xml"
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#define ITEMSFILENAME "Items.xml"
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#define WEAPONSFILENAME "Weapons.xml"
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#define LAUNCHABLESFILENAME "Launchables.xml"
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#define COMPATIBLEFACEITEMSFILENAME "CompatibleFaceItems.xml"
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#define MERGESFILENAME "Merges.xml"
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#define ATTACHMENTCOMBOMERGESFILENAME "AttachmentComboMerges.xml"
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#define MAGAZINESFILENAME "Magazines.xml"
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#define ARMOURSFILENAME "Armours.xml"
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#define EXPLOSIVESFILENAME "Explosives.xml"
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#define AMMOFILENAME "AmmoStrings.xml"
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#define AMMOTYPESFILENAME "AmmoTypes.xml"
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#define INCOMPATIBLEATTACHMENTSFILENAME "IncompatibleAttachments.xml"
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#define ATTACHMENTSLOTSFILENAME "AttachmentSlots.xml"
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#define ENEMYGUNCHOICESFILENAME "EnemyGunChoices.xml"
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#define ENEMYITEMCHOICESFILENAME "EnemyItemChoices.xml"
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#define IMPITEMCHOICESFILENAME "IMPItemChoices.xml"
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// CHRISL:
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#define LOADBEARINGEQUIPMENTFILENAME "LoadBearingEquipment.xml"
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#define LBEPOCKETFILENAME "Pockets.xml"
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#define MERCSTARTINGGEARFILENAME "MercStartingGear.xml"
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#ifdef JA2UB
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#define MERCSTARTINGGEAR25FILENAME "MercStartingGear25.xml" //ja25 ub
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#endif
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#define TONYINVENTORYFILENAME "NPCInventory\\TonyInventory.xml"
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#define DEVININVENTORYFILENAME "NPCInventory\\DevinInventory.xml"
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#define FRANZINVENTORYFILENAME "NPCInventory\\FranzInventory.xml"
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#define KEITHINVENTORYFILENAME "NPCInventory\\KeithInventory.xml"
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#define SAMINVENTORYFILENAME "NPCInventory\\SamInventory.xml"
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#define JAKEINVENTORYFILENAME "NPCInventory\\JakeInventory.xml"
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#define HOWARDINVENTORYFILENAME "NPCInventory\\HowardInventory.xml"
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#define GABBYINVENTORYFILENAME "NPCInventory\\GabbyInventory.xml"
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#define FRANKINVENTORYFILENAME "NPCInventory\\FrankInventory.xml"
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#define ELGININVENTORYFILENAME "NPCInventory\\ElginInventory.xml"
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#define MANNYINVENTORYFILENAME "NPCInventory\\MannyInventory.xml"
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#define HERVEINVENTORYFILENAME "NPCInventory\\HerveInventory.xml"
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#define PETERINVENTORYFILENAME "NPCInventory\\PeterInventory.xml"
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#define ALBERTOINVENTORYFILENAME "NPCInventory\\AlbertoInventory.xml"
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#define CARLOINVENTORYFILENAME "NPCInventory\\CarloInventory.xml"
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#define MICKEYINVENTORYFILENAME "NPCInventory\\MickeyInventory.xml"
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#define ARNIEINVENTORYFILENAME "NPCInventory\\ArnieInventory.xml"
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#define PERKOINVENTORYFILENAME "NPCInventory\\PerkoInventory.xml"
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#define FREDOINVENTORYFILENAME "NPCInventory\\FredoInventory.xml"
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#ifdef JA2UB
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#define BETTYINVENTORYFILENAME "NPCInventory\\BettyInventory.xml"
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#define RAULINVENTORYFILENAME "NPCInventory\\RaulInventory.xml"
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#endif
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#define BOBBYRAYSTRINGSFILENAME "BobbyRayStrings.xml"
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#define AMMOCALIBERSTRINGSFILENAME "AmmoCaliberStrings.xml"
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#define SOUNDSFILENAME "Sounds\\Sounds.xml"
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#define BURSTSOUNDSFILENAME "Sounds\\BurstSounds.xml"
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#define EXPLOSIONDATAFILENAME "ExplosionData.xml"
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#define CITYTABLEFILENAME "Map\\Cities.xml"
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#define MOVEMENTCOSTFILENAME "Map\\MovementCosts.xml"
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#define ALTSECTORSFILENAME "Map\\AltSectors.xml"
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#define SAMSITESFILENAME "Map\\SamSites.xml"
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#define ROAMINGMILITIAFILENAME "Map\\RestrictedRoamingMilitia.xml"
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#define EXTRAITEMSFILENAME "Map\\A9_0_ExtraItems" // ".xml" will be added @runtime
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#define EXTRAITEMSFILENAME2 "Map\\A11_0_ExtraItems" // ".xml" will be added @runtime
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#define GARRISONFILENAME "Army\\GarrisonGroups.xml"
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#define PATROLFILENAME "Army\\PatrolGroups.xml"
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#define COMPOSITIONFILENAME "Army\\ArmyComposition.xml"
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// WANNE: drops filename
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#define ENEMYWEAPONDROPSFILENAME "EnemyWeaponDrops.xml"
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#define ENEMYAMMODROPSFILENAME "EnemyAmmoDrops.xml"
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#define ENEMYEXPLOSIVEDROPSFILENAME "EnemyExplosiveDrops.xml"
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#define ENEMYARMOURDROPSFILENAME "EnemyArmourDrops.xml"
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#define ENEMYMISCDROPSFILENAME "EnemyMiscDrops.xml"
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// WANNE: Sector loadscreens [2007-05-18]
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#define SECTORLOADSCREENSFILENAME "Map\\SectorLoadscreens.xml"
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//zilpin: pellet spread patterns externalized in XML
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#define SPREADPATTERNSFILENAME "SpreadPatterns.xml"
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#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
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// Dealtar: Shipping destinations and delivery methods
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#define SHIPPINGDESTINATIONSFILENAME "Map\\ShippingDestinations.xml"
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#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
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// Gotthard: Laptop Text files [2007-10-16]
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#define LAPTOPFLORISTTEXTFILENAME "Laptop\\Florist.xml"
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#define LAPTOPFUNERALTEXTFILENAME "Laptop\\Funeral.xml"
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#define LAPTOPBOBBYRAYSTEXTFILENAME "Laptop\\BobbyRays.xml"
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// Gotthard: Website Picture/Text Locations [2007-11-04]
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#define LAPTOPFLORISTLOCATIONFILENAME "Laptop\\FloristPositions.xml"
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#define LAPTOPFUNERALLOCATIONFILENAME "Laptop\\FuneralPositions.xml"
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#define MULTIPLAYERTEAMSFILENAME "Multiplayer\\RandomTeams.xml"
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// HEADROCK HAM 3.4: Facility Locations [2009-05-19]
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#define SECTORFACILITIESFILENAME "Map\\Facilities.xml"
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// HEADROCK HAM 3.4: Dynamic Roaming Restrictions [2009-05-19]
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#define DYNAMICROAMINGFILENAME "Map\\DynamicRestrictions.xml"
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// HEADROCK HAM 3.5: Facility Types [2009-06-14]
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#define FACILITYTYPESFILENAME "Map\\FacilityTypes.xml"
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// HEADROCK HAM 3.6: Sector Names [2009-07-27]
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#define SECTORNAMESFILENAME "Map\\SectorNames.xml"
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// HEADROCK PROFEX: Merc Profiles [2009-07-27]
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#define MERCPROFILESFILENAME "MercProfiles.xml"
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// HEADROCK PROFEX: Merc Opinions [2009-07-27]
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#define MERCOPINIONSFILENAME "MercOpinions.xml"
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// HEADROCK HAM 3.6: Bloodcat Placements [2009-07-31]
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#define BLOODCATPLACEMENTSFILENAME "Map\\BloodcatPlacements.xml"
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// HEADROCK HAM 3.6: Uniform Colors [2009-09-29]
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#define UNIFORMCOLORSFILENAME "Army\\UniformColors.xml"
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//SMALL FACES
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#define RPCFACESSMALLFILENAME "RPCFacesSmall.xml"
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//Hidden Names
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#define HIDDENNAMESFILENAME "HiddenNames.xml"
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//Enemy Names
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#define ENEMYNAMESFILENAME "EnemyNames.xml"
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//Enemy RANK
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#define ENEMYRANKFILENAME "EnemyRank.xml"
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//CIV Names
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#define CIVGROUPNAMESFILENAME "CivGroupNames.xml"
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//Sender Name List
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#define SENDERNAMELISTFILENAME "SenderNameList.xml"
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#define ACTIONITEMSFILENAME "MapAction\\Actionitems.xml"
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#define IMPPORTRAITS "IMPPortraits.xml"
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#ifdef JA2UB
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// UB
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#define MERCPROFILESFILENAME25 "MercProfiles25.xml"
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// UB
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#define MERCOPINIONSFILENAME25 "MercOpinions25.xml"
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#endif
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#define SOUNDPROFILE "SoundsProfiles.xml"
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#define RANDOMSTATS "RandomStats.xml"
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#define SECTORLEVEL1NAMESFILENAME "Map\\SectorNamesLevel_1.xml"
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#define SECTORLEVEL2NAMESFILENAME "Map\\SectorNamesLevel_2.xml"
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#define SECTORLEVEL3NAMESFILENAME "Map\\SectorNamesLevel_3.xml"
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#define LAYOUTMAINMENU "Layout\\LayoutMainMenu.xml"
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#define INTROFILESFILENAME "IntroFiles.xml"
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#define MERCAVAILABILITY "MercAvailability.xml"
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#define AIMAVAILABILITY "AimAvailability.xml"
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#define QUOTEARRAYFILENAME "MercQuote.xml"
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#define FACEGEARFILENAME "FaceGear.xml"
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//Sender Name List
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#define EMAILSENDERNAMELIST "Email\\EmailSenderNameList.xml"
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#define EMAILMERCAVAILABLE "Email\\EmailMercAvailable.xml"
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#define EMAILMERCLEVELUP "Email\\EmailMercLevelUp.xml"
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#define EMAILOTHER "Email\\EmailOther.xml"
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#define EMAILINSURANCE "Email\\EmailInsurance.xml"
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#define VEHICLESFILENAME "Vehicles.xml"
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#define TEXTFILENAME "Text\\TacticalMessages.xml"
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#define ENCYCLOPEDIALOCATIONFILENAME "Encyclopedia\\EncyclopediaLocations.xml"
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#define ENCYCLOPEDIAPROFILEFILENAME "Encyclopedia\\EncyclopediaProfiles.xml"
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#define ENCYCLOPEDIAINVENTORYFILENAME "Encyclopedia\\EncyclopediaInventory.xml"
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#define ENCYCLOPEDIAOTHERFILENAME "Encyclopedia\\EncyclopediaOthers.xml"
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#define ENCYCLOPEDIAQUESTSFILENAME "Encyclopedia\\EncyclopediaQuests.xml"
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#define BRIEFINGROOMFILENAME "BriefingRoom\\BriefingRoom.xml"
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#define OLDAIMARCHIVEFILENAME "OldAIMArchive.xml"
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extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteItemStats();
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extern BOOLEAN ReadInAttachmentStats(STR fileName);
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extern BOOLEAN WriteAttachmentStats();
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extern BOOLEAN ReadInAttachmentInfoStats(STR fileName);
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extern BOOLEAN WriteAttachmentInfoStats();
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extern BOOLEAN ReadInStringArray(STR fileName);
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extern BOOLEAN WriteStringArray();
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extern BOOLEAN ReadInMagazineStats(STR fileName);
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extern BOOLEAN WriteMagazineStats();
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extern BOOLEAN ReadInLaunchableStats(STR fileName);
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extern BOOLEAN WriteLaunchableStats();
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extern BOOLEAN ReadInCompatibleFaceItemStats(STR fileName);
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extern BOOLEAN WriteCompatibleFaceItemStats();
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extern BOOLEAN ReadInMergeStats(STR fileName);
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extern BOOLEAN WriteMergeStats();
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extern BOOLEAN ReadInAttachmentComboMergeStats(STR fileName);
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extern BOOLEAN WriteAttachmentComboMergeStats();
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extern BOOLEAN ReadInArmourStats(STR fileName);
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extern BOOLEAN WriteArmourStats();
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// CHRISL:
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extern BOOLEAN ReadInlbeStats(STR fileName);
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extern BOOLEAN WritelbeEquipmentStats();
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extern BOOLEAN ReadInLBEPocketStats(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteLBEPocketEquipmentStats();
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extern BOOLEAN ReadInMercStartingGearStats(STR fileName);
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extern BOOLEAN WriteMercStartingGearStats();
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extern BOOLEAN ReadInExplosiveStats(STR fileName);
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extern BOOLEAN WriteExplosiveStats();
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extern BOOLEAN ReadInAmmoStats(STR fileName);
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extern BOOLEAN WriteAmmoStats();
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extern BOOLEAN WriteIncompatibleAttachmentStats();
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extern BOOLEAN ReadInIncompatibleAttachmentStats(STR fileName);
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//WarmSteel - for New Attachment System
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extern BOOLEAN WriteAttachmentSlotsStats();
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extern BOOLEAN ReadInAttachmentSlotsStats(STR fileName);
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extern BOOLEAN WriteExtendedArmyGunChoicesStats();
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extern BOOLEAN ReadInExtendedArmyGunChoicesStats(STR fileName);
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extern BOOLEAN WriteArmyItemChoicesStats();
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extern BOOLEAN ReadInArmyItemChoicesStats(STR fileName);
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extern BOOLEAN WriteIMPItemChoicesStats();
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extern BOOLEAN ReadInIMPItemChoicesStats(STR fileName);
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extern BOOLEAN WriteInventoryStats (DEALER_POSSIBLE_INV *pInv, STR fileName);
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extern BOOLEAN ReadInInventoryStats (DEALER_POSSIBLE_INV *pInv, STR fileName);
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extern BOOLEAN WriteSoundArray();
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extern BOOLEAN ReadInSoundArray(STR fileName);
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extern BOOLEAN ReadInAmmoTypeStats(STR fileName);
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extern BOOLEAN WriteAmmoTypeStats();
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// WANNE: Enemy drops
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extern BOOLEAN ReadInEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName);
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extern BOOLEAN WriteEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName);
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extern BOOLEAN ReadInEnemyAmmoDropsStats(AMMO_DROPS *pEnemyAmmoDrops, STR fileName);
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extern BOOLEAN WriteEnemyAmmoDropsStats(AMMO_DROPS *pEnemyAmmoDrops, STR fileName);
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extern BOOLEAN ReadInEnemyExplosiveDropsStats(EXPLOSIVE_DROPS *pEnemyExplosiveDrops, STR fileName);
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extern BOOLEAN WriteEnemyExplosiveDropsStats(EXPLOSIVE_DROPS *pEnemyExplosiveDrops, STR fileName);
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extern BOOLEAN ReadInEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName);
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extern BOOLEAN WriteEnemyArmourDropsStats(ARMOUR_DROPS *pEnemyArmourDrops, STR fileName);
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extern BOOLEAN ReadInEnemyMiscDropsStats(MISC_DROPS *pEnemyMiscDrops, STR fileName);
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extern BOOLEAN WriteEnemyMiscDropsStats(MISC_DROPS *pEnemyMiscDrops, STR fileName);
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// WANNE: Sector Loadscreens [2007-05-18]
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extern BOOLEAN ReadInSectorLoadscreensStats(SECTOR_LOADSCREENS *pSectorLoadscreens, STR fileName);
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extern BOOLEAN WriteSectorLoadscreensStats(SECTOR_LOADSCREENS *pSectorLoadscreens, STR fileName);
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// Lesh: burst sounds and explosion info
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extern BOOLEAN ReadInBurstSoundArray(STR fileName);
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extern BOOLEAN WriteBurstSoundArray();
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extern BOOLEAN ReadInExplosionDataStats(STR fileName);
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extern BOOLEAN WriteExplosionDataStats();
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//Lesh: strategic movement costs and alternative sectors table
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extern BOOLEAN ReadInStrategicMovementCosts(STR fileName);
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extern BOOLEAN WriteInStrategicMovementCosts(STR fileName);
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extern BOOLEAN ReadInAltSectors(STR fileName);
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extern BOOLEAN WriteInAltSectors(STR fileName);
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//Lesh: samsite info
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extern BOOLEAN ReadInSAMInfo(STR fileName);
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extern BOOLEAN WriteInSAMInfo(STR fileName);
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// Lesh: army externalization
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extern BOOLEAN ReadInGarrisonInfo(STR fileName);
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extern BOOLEAN WriteInGarrisonInfo(STR fileName);
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extern BOOLEAN ReadInPatrolInfo(STR fileName);
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extern BOOLEAN WriteInPatrolInfo(STR fileName);
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extern BOOLEAN ReadInArmyCompositionInfo(STR fileName);
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extern BOOLEAN WriteInArmyCompositionInfo(STR fileName);
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//Kaiden: Roaming Militia Restricted Sectors List
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extern BOOLEAN ReadInRoamingInfo(STR filename);
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// Dealtar: New shipping system XMLs
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extern BOOLEAN ReadInShippingDestinations(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN ReadInDeliveryMethods(STR fileName);
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//zilpin: pellet spread patterns externalized in XML
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extern BOOLEAN ReadInSpreadPatterns(STR fileName);
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extern BOOLEAN WriteSpreadPatterns();
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extern int FindSpreadPatternIndex( const STR strName );
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//Gotthard: Laptop Florist Text
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extern BOOLEAN ReadInFloristText(STR fileName);
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//Gotthard: Laptop Funeral Text
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extern BOOLEAN ReadInFuneralText(STR fileName);
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|
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//Gotthard: Delivery Locations Text (For Florist, Bobby Ray's)
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extern BOOLEAN ReadInBobbyRaysText(STR fileName);
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//Gotthard: Special Sector Names Test (Cambria Hospital, etc.)
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extern BOOLEAN ReadInSectorNamesText(STR fileName);
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|
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//Gotthard: Laptop Florist Locations
|
|
extern BOOLEAN ReadInFloristLocations(STR fileName);
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|
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//Gotthard: Laptop Funeral Locations
|
|
extern BOOLEAN ReadInFuneralLocations(STR fileName);
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|
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// HEADROCK HAM 3.4: Sector Facility Locations
|
|
extern BOOLEAN ReadInSectorFacilities(STR fileName);
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// HEADROCK HAM 3.4: Dynamic Roaming Restrictions
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|
extern BOOLEAN ReadInDynamicRoamingRestrictions(STR fileName);
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|
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// HEADROCK HAM 3.5: Facility Types and bonuses
|
|
extern BOOLEAN ReadInFacilityTypes(STR fileName, BOOLEAN localizedVersion);
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|
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// HEADROCK HAM 3.6: Customized Sector Names
|
|
extern BOOLEAN ReadInSectorNames(STR fileName, BOOLEAN localizedVersion, INT8 Level );
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|
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// HEADROCK PROFEX: Merc Profiles
|
|
extern BOOLEAN ReadInMercProfiles(STR fileName, BOOLEAN localizedVersion);
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|
|
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// HEADROCK PROFEX: Merc Opinions
|
|
extern BOOLEAN ReadInMercOpinions(STR fileName);
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|
|
|
// HEADROCK HAM 3.6: Customized Bloodcat Placements
|
|
extern BOOLEAN ReadInBloodcatPlacements(STR fileName);
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|
|
|
// HEADROCK HAM 3.6: Customized Uniform Colors
|
|
extern BOOLEAN ReadInUniforms(STR fileName);
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|
|
|
//Jazz Small Faces
|
|
extern BOOLEAN ReadInSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
|
|
extern BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
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|
|
|
//Hidden Names
|
|
extern BOOLEAN ReadInHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
|
|
extern BOOLEAN WriteHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
|
|
extern void LoadHiddenNames();
|
|
|
|
extern BOOLEAN ReadInEnemyNames(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInCivGroupNamesStats(STR fileName, BOOLEAN localizedVersion);
|
|
|
|
// the list of email sender names by Jazz
|
|
extern BOOLEAN ReadInSenderNameList(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInEnemyRank(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteEnemyRank( STR fileName);
|
|
extern BOOLEAN ReadInIMPPortraits(STR fileName, BOOLEAN localizedVersion);
|
|
extern void LoadIMPPortraitsTEMP();
|
|
|
|
//Enabled\Disabled profile sound by Jazz
|
|
extern BOOLEAN ReadInSoundProfile( STR fileName );
|
|
extern BOOLEAN WriteSoundProfile( STR fileName );
|
|
|
|
//Random stats by Jazz
|
|
extern BOOLEAN WriteRandomStats( STR fileName );
|
|
extern BOOLEAN ReadInRandomStats( STR fileName );
|
|
|
|
//new profiles by Jazz
|
|
extern BOOLEAN ReadInMercAvailability(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteMercAvailability(STR fileName);
|
|
|
|
extern BOOLEAN ReadInAimAvailability(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteAimAvailability(STR fileName);
|
|
|
|
extern BOOLEAN WriteQarray(QARRAY_VALUES *pQarray, STR fileName);
|
|
extern BOOLEAN ReadInQarray(QARRAY_VALUES *pQarray, STR fileName);
|
|
|
|
extern BOOLEAN WriteFaceGear();
|
|
extern BOOLEAN ReadInFaceGear( FACE_GEAR_VALUES *pFaceGear, STR fileName );
|
|
extern BOOLEAN ReadInIntroNames(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInMainMenu(MAIN_MENU_VALUES *pMainMenu, STR fileName);
|
|
|
|
extern BOOLEAN ReadInActionItems(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteInActionItems( STR fileName);
|
|
|
|
extern BOOLEAN ReadInEmailMercAvailable(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInEmailMercLevelUp(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInEmailOther(STR fileName, BOOLEAN localizedVersion);
|
|
//extern BOOLEAN ReadInInsurance(STR fileName, BOOLEAN localizedVersion);
|
|
|
|
extern BOOLEAN ReadInEncyclopediaLocation(STR fileName, BOOLEAN localizedVersion, ENCYCLOPEDIA_LOCATION *Ency, UINT32 FileType2 );
|
|
|
|
extern BOOLEAN ReadInNewVehicles(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteNewVehicles(STR fileName);
|
|
extern void InitNewVehicles ();
|
|
|
|
extern BOOLEAN ReadInLanguageLocation(STR fileName, BOOLEAN localizedVersion, LANGUAGE_LOCATION *Lang, UINT32 FileType2 );
|
|
|
|
extern BOOLEAN ReadInAimOldArchive(STR fileName, BOOLEAN localizedVersion);
|
|
#endif
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