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Rewrote get/set_proto_data functions in C++ and added an auto-extend mechanism for proto loading limit (from Mr.Stalin)
Replaced ProtoProcessingLimit with LoadProtoMaxLimit option. Added more definitions to define_extra.h and reformatted sfall.h a bit.
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@@ -347,6 +347,10 @@ CorpseLineOfFireFix=0
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;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
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ProcessorIdle=-1
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;Set a number of how many protos of a type can be loaded into memory at once (valid range: 512..4096)
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;Set to -1 to let set_proto_data script function automatically increase the limit when needed
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LoadProtoMaxLimit=-1
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;Set to 1 if using the hero appearance mod
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EnableHeroAppearanceMod=0
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@@ -549,10 +553,6 @@ ExplosionsEmitLight=0
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;MovieTimer_artimer3=270
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;MovieTimer_artimer4=360
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;Uncomment the next line to change how many protos the engine can process at once (valid range: 512..16384)
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;Set to 1024 or some higher number to avoid some glitches with scripts that will process a large number of protos
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;ProtoProcessingLimit=512
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;Set to 1 to enable the new arrays behavior
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;Set to 0 for backward compatibility with pre-3.4 scripts
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arraysBehavior=1
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