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- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings. - With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML. Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\. - With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road. - It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. - More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7001 3b4a5df2-a311-0410-b5c6-a8a6f20db521
539 lines
24 KiB
C++
539 lines
24 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 "BriefingRoom_Data.h"
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#include "Inventory Choosing.h" // added by Flugente
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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 "Items\\Attachments.xml"
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#define ATTACHMENTINFOFILENAME "Items\\AttachmentInfo.xml"
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#define ITEMSFILENAME "Items\\Items.xml"
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#define WEAPONSFILENAME "Items\\Weapons.xml"
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#define LAUNCHABLESFILENAME "Items\\Launchables.xml"
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#define COMPATIBLEFACEITEMSFILENAME "Items\\CompatibleFaceItems.xml"
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#define MERGESFILENAME "Items\\Merges.xml"
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#define ATTACHMENTCOMBOMERGESFILENAME "Items\\AttachmentComboMerges.xml"
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#define ITEMTRANSFORMATIONSFILENAME "Items\\Item_Transformations.xml"
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#define MAGAZINESFILENAME "Items\\Magazines.xml"
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#define ARMOURSFILENAME "Items\\Armours.xml"
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#define EXPLOSIVESFILENAME "Items\\Explosives.xml"
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#define DRUGSFILENAME "Items\\Drugs.xml"
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#define FOODFILENAME "Items\\Food.xml"
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#define CLOTHESFILENAME "Items\\Clothes.xml"
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#define RANDOMITEMFILENAME "Items\\RandomItem.xml"
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#define AMMOFILENAME "Items\\AmmoStrings.xml"
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#define AMMOTYPESFILENAME "Items\\AmmoTypes.xml"
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#define INCOMPATIBLEATTACHMENTSFILENAME "Items\\IncompatibleAttachments.xml"
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#define ATTACHMENTSLOTSFILENAME "Items\\AttachmentSlots.xml"
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#define LOADBEARINGEQUIPMENTFILENAME "Items\\LoadBearingEquipment.xml"
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#define EXPLOSIONDATAFILENAME "Items\\ExplosionData.xml"
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#define LBEPOCKETFILENAME "Items\\Pockets.xml"
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#define LBEPOCKETPOPUPFILENAME "Items\\PocketPopups.xml"
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#define ENEMYGUNCHOICESFILENAME "Inventory\\EnemyGunChoices.xml" // default selection
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#define GUNCHOICESFILENAME_ENEMY_ADMIN "Inventory\\GunChoices_Enemy_Admin.xml"
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#define GUNCHOICESFILENAME_ENEMY_REGULAR "Inventory\\GunChoices_Enemy_Regular.xml"
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#define GUNCHOICESFILENAME_ENEMY_ELITE "Inventory\\GunChoices_Enemy_Elite.xml"
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#define GUNCHOICESFILENAME_MILITIA_GREEN "Inventory\\GunChoices_Militia_Green.xml"
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#define GUNCHOICESFILENAME_MILITIA_REGULAR "Inventory\\GunChoices_Militia_Regular.xml"
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#define GUNCHOICESFILENAME_MILITIA_ELITE "Inventory\\GunChoices_Militia_Elite.xml"
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#define ENEMYITEMCHOICESFILENAME "Inventory\\EnemyItemChoices.xml" // default selection
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#define ITEMCHOICESFILENAME_ENEMY_ADMIN "Inventory\\ItemChoices_Enemy_Admin.xml"
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#define ITEMCHOICESFILENAME_ENEMY_REGULAR "Inventory\\ItemChoices_Enemy_Regular.xml"
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#define ITEMCHOICESFILENAME_ENEMY_ELITE "Inventory\\ItemChoices_Enemy_Elite.xml"
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#define ITEMCHOICESFILENAME_MILITIA_GREEN "Inventory\\ItemChoices_Militia_Green.xml"
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#define ITEMCHOICESFILENAME_MILITIA_REGULAR "Inventory\\ItemChoices_Militia_Regular.xml"
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#define ITEMCHOICESFILENAME_MILITIA_ELITE "Inventory\\ItemChoices_Militia_Elite.xml"
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#define IMPITEMCHOICESFILENAME "Inventory\\IMPItemChoices.xml"
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#define MERCSTARTINGGEARFILENAME "Inventory\\MercStartingGear.xml"
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#define ENEMYWEAPONDROPSFILENAME "Inventory\\EnemyWeaponDrops.xml"
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#define ENEMYAMMODROPSFILENAME "Inventory\\EnemyAmmoDrops.xml"
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#define ENEMYEXPLOSIVEDROPSFILENAME "Inventory\\EnemyExplosiveDrops.xml"
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#define ENEMYARMOURDROPSFILENAME "Inventory\\EnemyArmourDrops.xml"
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#define ENEMYMISCDROPSFILENAME "Inventory\\EnemyMiscDrops.xml"
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#ifdef JA2UB
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#define MERCSTARTINGGEAR25FILENAME "Inventory\\MercStartingGear25.xml"
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#endif
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#define MERCHANTSFILENAME "NPCInventory\\Merchants.xml"
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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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#define TINAINVENTORYFILENAME "NPCInventory\\TinaInventory.xml"
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#define ADITIONALDEALER_1_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_1_Inventory.xml"
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#define ADITIONALDEALER_2_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_2_Inventory.xml"
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#define ADITIONALDEALER_3_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_3_Inventory.xml"
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#define ADITIONALDEALER_4_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_4_Inventory.xml"
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#define ADITIONALDEALER_5_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_5_Inventory.xml"
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#define ADITIONALDEALER_6_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_6_Inventory.xml"
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#define ADITIONALDEALER_7_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_7_Inventory.xml"
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#define ADITIONALDEALER_8_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_8_Inventory.xml"
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#define ADITIONALDEALER_9_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_9_Inventory.xml"
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#define ADITIONALDEALER_10_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_10_Inventory.xml"
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#define ADITIONALDEALER_11_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_11_Inventory.xml"
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#define ADITIONALDEALER_12_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_12_Inventory.xml"
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#define ADITIONALDEALER_13_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_13_Inventory.xml"
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#define ADITIONALDEALER_14_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_14_Inventory.xml"
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#define ADITIONALDEALER_15_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_15_Inventory.xml"
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#define ADITIONALDEALER_16_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_16_Inventory.xml"
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#define ADITIONALDEALER_17_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_17_Inventory.xml"
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#define ADITIONALDEALER_18_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_18_Inventory.xml"
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#define ADITIONALDEALER_19_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_19_Inventory.xml"
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#define ADITIONALDEALER_20_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_20_Inventory.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 SOUNDSFILENAME "Sounds\\Sounds.xml"
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#define BURSTSOUNDSFILENAME "Sounds\\BurstSounds.xml"
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#define SOUNDPROFILE "Sounds\\SoundsProfiles.xml"
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#define SECTORLOADSCREENSFILENAME "Map\\SectorLoadscreens.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 HELISITESFILENAME "Map\\HeliSites.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 SHIPPINGDESTINATIONSFILENAME "Map\\ShippingDestinations.xml"
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#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
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#define DELIVERYMETHODSFILENAME "Map\\DeliveryMethods.xml"
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#define SECTORFACILITIESFILENAME "Map\\Facilities.xml"
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#define DYNAMICROAMINGFILENAME "Map\\DynamicRestrictions.xml"
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#define FACILITYTYPESFILENAME "Map\\FacilityTypes.xml"
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#define SECTORNAMESFILENAME "Map\\SectorNames.xml"
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#define COOLNESSBYSECTORFILENAME "Map\\CoolnessBySector.xml"
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#define BLOODCATPLACEMENTSFILENAME "Map\\BloodcatPlacements.xml"
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#define CREATUREPLACEMENTSFILENAME "Map\\CreaturePlacements.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 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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#define UNIFORMCOLORSFILENAME "Army\\UniformColors.xml"
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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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#define LAPTOPFLORISTLOCATIONFILENAME "Laptop\\FloristPositions.xml"
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#define LAPTOPFUNERALLOCATIONFILENAME "Laptop\\FuneralPositions.xml"
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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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// WANNE: Old encyclopedia. Not used anymore ..
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#ifdef ENABLE_ENCYCLOPEDIA
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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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#endif
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#define BRIEFINGROOMFILENAME "BriefingRoom\\BriefingRoom.xml"
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#define MULTIPLAYERTEAMSFILENAME "Multiplayer\\RandomTeams.xml"
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#define ACTIONITEMSFILENAME "MapAction\\Actionitems.xml"
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#define LAYOUTMAINMENU "Layout\\LayoutMainMenu.xml"
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#define MINERALSFILENAME "Map\\Minerals.xml"
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#define AIMAVAILABILITY "AimAvailability.xml"
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#define CIVGROUPNAMESFILENAME "CivGroupNames.xml"
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#define ENEMYNAMESFILENAME "EnemyNames.xml"
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#define ENEMYRANKFILENAME "EnemyRank.xml"
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#define FACEGEARFILENAME "FaceGear.xml"
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#define HIDDENNAMESFILENAME "HiddenNames.xml"
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#define IMPPORTRAITS "IMPPortraits.xml"
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#define MERCAVAILABILITY "MercAvailability.xml"
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#define MERCOPINIONSFILENAME "MercOpinions.xml"
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#define MERCPROFILESFILENAME "MercProfiles.xml"
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#define LOADSCREENHINTSFILENAME "LoadScreenHints.xml"
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#ifdef JA2UB
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#define MERCPROFILESFILENAME25 "MercProfiles25.xml"
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#define MERCOPINIONSFILENAME25 "MercOpinions25.xml"
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#endif
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#define MERCQUOTEFILENAME "MercQuote.xml"
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#define OLDAIMARCHIVEFILENAME "OldAIMArchive.xml"
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#define RANDOMSTATS "RandomStats.xml"
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#define RPCFACESSMALLFILENAME "RPCFacesSmall.xml"
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#define SPREADPATTERNSFILENAME "SpreadPatterns.xml"
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#define VEHICLESFILENAME "Vehicles.xml"
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#define SQUADNAMEFILENAME "SquadNames.xml"
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#define BACKGROUNDSFILENAME "Backgrounds.xml"
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#define CAMPAIGNSTATSEVENTSFILENAME "CampaignStatsEvents.xml"
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#define TAUNTSFOLDERNAME "EnemyTaunts\\"
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#define TAUNTSFILENAME "EnemyTaunts.xml"
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#define TAUNTSFILENAMEBEGINNING "EnemyTaunts" // You can add additional taunt files next to the "EnemyTaunts.xml" file. They have to start with "EnemyTaunts*.xml" (e.g: EnemyTauntsKill.xml)
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#define TAUNTSFILENAMEENDING ".xml"
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#define ENEMY_ADMIN_PROFILE_FILENAME "Profiles\\SoldierProfileEnemyAdmin.xml"
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#define ENEMY_REGULAR_PROFILE_FILENAME "Profiles\\SoldierProfileEnemyRegular.xml"
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#define ENEMY_ELITE_PROFILE_FILENAME "Profiles\\SoldierProfileEnemyElite.xml"
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#define MILITIA_GREEN_PROFILE_FILENAME "Profiles\\SoldierProfileMilitiaGreen.xml"
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#define MILITIA_REGULAR_PROFILE_FILENAME "Profiles\\SoldierProfileMilitiaRegular.xml"
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#define MILITIA_VETERAN_PROFILE_FILENAME "Profiles\\SoldierProfileMilitiaVeteran.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 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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// HEADROCK HAM 5: Item Transformation XML reader
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extern BOOLEAN ReadInTransformationStats(STR fileName);
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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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// THE_BOB : added for pocket popup definitions
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extern BOOLEAN ReadInLBEPocketPopups(STR fileName);
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extern BOOLEAN ReadInMercStartingGearStats(STR fileName, BOOLEAN localizedVersion);
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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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// Flugente: drugs
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extern BOOLEAN ReadInDrugsStats(STR fileName);
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extern BOOLEAN WriteDrugsStats();
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// Flugente: food
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extern BOOLEAN ReadInFoodStats(STR fileName);
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extern BOOLEAN WriteFoodStats();
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// Flugente: merchants
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extern BOOLEAN ReadInMerchantStats(STR fileName);
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extern BOOLEAN WriteMerchantStats();
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// Flugente: clothes
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extern BOOLEAN ReadInClothesStats(STR fileName);
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extern BOOLEAN WriteClothesStats();
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// Flugente: random items
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extern BOOLEAN ReadInRandomItemStats(STR fileName);
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extern BOOLEAN WriteRandomItemStats();
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// Flugente: squad names
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extern BOOLEAN ReadInSquadNamesStats(STR fileName);
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extern BOOLEAN WriteSquadNamesStats();
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// Flugente: loadscreen hints
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extern BOOLEAN ReadInLoadScreenHints(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteLoadScreenHints();
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// Flugente: soldier profiles
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extern BOOLEAN ReadInSoldierProfiles(SOLDIER_PROFILE_VALUES* pProfiles, STR fileName);
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extern BOOLEAN WriteSoldierProfiles();
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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, BOOLEAN localizedVersion);
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extern BOOLEAN WriteExtendedArmyGunChoicesStats();
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extern BOOLEAN ReadInExtendedArmyGunChoicesStats(ARMY_GUN_CHOICE_TYPE* pGunChoice, STR fileName);
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extern BOOLEAN WriteArmyItemChoicesStats();
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extern BOOLEAN ReadInArmyItemChoicesStats(ARMY_GUN_CHOICE_TYPE* pGunChoice, 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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// Buggler: helisite externalization
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extern BOOLEAN ReadInHeliInfo(STR fileName);
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extern BOOLEAN WriteInHeliInfo(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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//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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//Gotthard: Laptop Florist Locations
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extern BOOLEAN ReadInFloristLocations(STR fileName);
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//Gotthard: Laptop Funeral Locations
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extern BOOLEAN ReadInFuneralLocations(STR fileName);
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// HEADROCK HAM 3.4: Sector Facility Locations
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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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// HEADROCK HAM 3.5: Facility Types and bonuses
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extern BOOLEAN ReadInFacilityTypes(STR fileName, BOOLEAN localizedVersion);
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// HEADROCK HAM 3.6: Customized Sector Names
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extern BOOLEAN ReadInSectorNames(STR fileName, BOOLEAN localizedVersion, INT8 Level );
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// HEADROCK HAM 5: Coolness by Sectors
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extern BOOLEAN ReadInCoolnessBySector(STR fileName );
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// HEADROCK PROFEX: Merc Profiles
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extern BOOLEAN ReadInMercProfiles(STR fileName, BOOLEAN localizedVersion);
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// HEADROCK PROFEX: Merc Opinions
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extern BOOLEAN ReadInMercOpinions(STR fileName);
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// HEADROCK HAM 3.6: Customized Bloodcat Placements
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extern BOOLEAN ReadInBloodcatPlacements(STR fileName);
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// Buggler: Customized Creature Placements
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extern BOOLEAN ReadInCreaturePlacements(STR fileName);
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// HEADROCK HAM 3.6: Customized Uniform Colors
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extern BOOLEAN ReadInUniforms(STR fileName);
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//Jazz Small Faces
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extern BOOLEAN ReadInSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
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extern BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName);
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//Hidden Names
|
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extern BOOLEAN ReadInHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
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extern BOOLEAN WriteHiddenNamesStats(HIDDEN_NAMES_VALUES *pHiddenNames, STR fileName);
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extern void LoadHiddenNames();
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extern BOOLEAN ReadInEnemyNames(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN ReadInCivGroupNamesStats(STR fileName, BOOLEAN localizedVersion);
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// the list of email sender names by Jazz
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extern BOOLEAN ReadInSenderNameList(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN ReadInEnemyRank(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteEnemyRank( STR fileName);
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extern BOOLEAN ReadInIMPPortraits(STR fileName, BOOLEAN localizedVersion);
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extern void LoadIMPPortraitsTEMP();
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// Flugente: backgrounds
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extern BOOLEAN ReadInBackgrounds(STR fileName, BOOLEAN localizedVersion );
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extern BOOLEAN WriteBackgrounds( STR fileName);
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// Flugente: campaign stats events
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extern BOOLEAN ReadInCampaignStatsEvents(STR fileName, BOOLEAN localizedVersion );
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extern BOOLEAN WriteCampaignStatsEvents( STR fileName);
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// anv: externalised taunts
|
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extern BOOLEAN ReadInTaunts(STR fileName, BOOLEAN localizedVersion );
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extern BOOLEAN WriteTaunts( STR fileName );
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// anv: detailed tileset terrain types
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extern BOOLEAN ReadInAdditionalTileProperties(STR fileName );
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extern BOOLEAN WriteAdditionalTileProperties( STR fileName );
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//Enabled\Disabled profile sound by Jazz
|
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extern BOOLEAN ReadInSoundProfile( STR fileName );
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extern BOOLEAN WriteSoundProfile( STR fileName );
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//Random stats by Jazz
|
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extern BOOLEAN WriteRandomStats( STR fileName );
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extern BOOLEAN ReadInRandomStats( STR fileName );
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//new profiles by Jazz
|
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extern BOOLEAN ReadInMercAvailability(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteMercAvailability(STR fileName);
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extern BOOLEAN ReadInAimAvailability(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteAimAvailability(STR fileName);
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|
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extern BOOLEAN WriteMercQuotes(QARRAY_VALUES *pQarray, STR fileName);
|
|
extern BOOLEAN ReadInMercQuotes(QARRAY_VALUES *pQarray, STR fileName);
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|
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extern BOOLEAN WriteFaceGear();
|
|
extern BOOLEAN ReadInFaceGear( FACE_GEAR_VALUES *pFaceGear, STR fileName );
|
|
extern BOOLEAN ReadInIntroNames(STR fileName, BOOLEAN localizedVersion);
|
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extern BOOLEAN ReadInMainMenu(MAIN_MENU_VALUES *pMainMenu, STR fileName);
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|
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extern BOOLEAN ReadInActionItems(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteInActionItems( STR fileName);
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|
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extern BOOLEAN ReadInEmailMercAvailable(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInEmailMercLevelUp(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN ReadInEmailOther(STR fileName, BOOLEAN localizedVersion);
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|
|
extern BOOLEAN ReadInBriefingRoom(STR fileName, BOOLEAN localizedVersion, BRIEFINGROOM_M_DATA *Ency, UINT32 FileType2 );
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extern BOOLEAN ReadInMinerals(STR fileName, BOOLEAN localizedVersion);
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|
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extern BOOLEAN ReadInNewVehicles(STR fileName, BOOLEAN localizedVersion);
|
|
extern BOOLEAN WriteNewVehicles(STR fileName);
|
|
extern void InitNewVehicles ();
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|
|
|
extern BOOLEAN ReadInLanguageLocation(STR fileName, BOOLEAN localizedVersion, LANGUAGE_LOCATION *Lang, UINT32 FileType2 );
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|
|
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extern BOOLEAN ReadInAimOldArchive(STR fileName, BOOLEAN localizedVersion);
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#endif
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