@ -88,6 +88,7 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool ( uncappedDamageFatigueCheckBox , " uncapped damage fatigue " , " Game " ) ;
loadSettingBool ( normaliseRaceSpeedCheckBox , " normalise race speed " , " Game " ) ;
loadSettingBool ( swimUpwardCorrectionCheckBox , " swim upward correction " , " Game " ) ;
loadSettingBool ( avoidCollisionsCheckBox , " NPCs avoid collisions " , " Game " ) ;
int unarmedFactorsStrengthIndex = mEngineSettings . getInt ( " strength influences hand to hand " , " Game " ) ;
if ( unarmedFactorsStrengthIndex > = 0 & & unarmedFactorsStrengthIndex < = 2 )
unarmedFactorsStrengthComboBox - > setCurrentIndex ( unarmedFactorsStrengthIndex ) ;
@ -112,6 +113,7 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool ( shieldSheathingCheckBox , " shield sheathing " , " Game " ) ;
}
loadSettingBool ( turnToMovementDirectionCheckBox , " turn to movement direction " , " Game " ) ;
loadSettingBool ( smoothMovementCheckBox , " smooth movement " , " Game " ) ;
const bool distantTerrain = mEngineSettings . getBool ( " distant terrain " , " Terrain " ) ;
const bool objectPaging = mEngineSettings . getBool ( " object paging " , " Terrain " ) ;
@ -200,6 +202,7 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool ( uncappedDamageFatigueCheckBox , " uncapped damage fatigue " , " Game " ) ;
saveSettingBool ( normaliseRaceSpeedCheckBox , " normalise race speed " , " Game " ) ;
saveSettingBool ( swimUpwardCorrectionCheckBox , " swim upward correction " , " Game " ) ;
saveSettingBool ( avoidCollisionsCheckBox , " NPCs avoid collisions " , " Game " ) ;
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox - > currentIndex ( ) ;
if ( unarmedFactorsStrengthIndex ! = mEngineSettings . getInt ( " strength influences hand to hand " , " Game " ) )
mEngineSettings . setInt ( " strength influences hand to hand " , " Game " , unarmedFactorsStrengthIndex ) ;
@ -220,6 +223,7 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool ( weaponSheathingCheckBox , " weapon sheathing " , " Game " ) ;
saveSettingBool ( shieldSheathingCheckBox , " shield sheathing " , " Game " ) ;
saveSettingBool ( turnToMovementDirectionCheckBox , " turn to movement direction " , " Game " ) ;
saveSettingBool ( smoothMovementCheckBox , " smooth movement " , " Game " ) ;
const bool distantTerrain = mEngineSettings . getBool ( " distant terrain " , " Terrain " ) ;
const bool objectPaging = mEngineSettings . getBool ( " object paging " , " Terrain " ) ;