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Comparing deliantra/server/include/config.h (file contents):
Revision 1.3 by root, Thu Feb 9 02:11:26 2006 UTC vs.
Revision 1.27 by root, Mon Dec 18 02:35:01 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29/* This file contains various #defines that select various options. 24/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 25 * Some may not be desirable, and some just may not work.
31 * 26 *
71 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
72 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
77 * 71 *
78 ***********************************************************************/ 72 ***********************************************************************/
79 73
80/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss. 76 * no stats loss on death, much less experience loss, and party members
77 * are treated by pet monsters as the owner itself when moving "through" them.
83 */ 78 */
84#define COZY_SERVER 1 79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 85
86/* Use balanced stat loss code? 86/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 87 * This code is a little more merciful with repeated stat loss at lower
88 * levels. Basically, the more stats you have lost, the less likely that 88 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
122 122
123/* Don't edit these values. They are configured in lib/settings. These are 123/* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */ 124 Simply the defaults. */
125 125
126#define BALANCED_STAT_LOSS FALSE 126#define BALANCED_STAT_LOSS FALSE
127#define USE_PERMANENT_EXPERIENCE FALSE 127#define PERMANENT_EXPERIENCE_RATIO 25
128#define DEATH_PENALTY_RATIO 20
129#define DEATH_PENALTY_LEVEL 3
128#define SET_TITLE TRUE 130#define SET_TITLE TRUE
129#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
130#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
131#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
132#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
133#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
134#define RECYCLE_TMP_MAPS FALSE
135#define RESURRECTION FALSE 136#define RESURRECTION FALSE
136#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
137#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
138#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
139#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
143#define ARMOR_MAX_ENCHANT 5 144#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 145#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 146#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 147#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 148#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE
148 150
149/* you can edit the ones below */ 151/* you can edit the ones below */
150 152
151 153
152/* CS_LOGSTATS will cause the server to log various usage stats 154/* CS_LOGSTATS will cause the server to log various usage stats
154 * and so on.) This can be very useful if you are trying to measure 156 * and so on.) This can be very useful if you are trying to measure
155 * server/bandwidth usage. It will periodially dump out information 157 * server/bandwidth usage. It will periodially dump out information
156 * which contains usage stats for the last X amount of time. 158 * which contains usage stats for the last X amount of time.
157 * CS_LOGTIME is how often it will print out stats. 159 * CS_LOGTIME is how often it will print out stats.
158 */ 160 */
159#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160#define CS_LOGSTATS 161#define CS_LOGSTATS
161#endif
162#ifdef CS_LOGSTATS
163#define CS_LOGTIME 600 162#define CS_LOGTIME 600
164#endif
165 163
166/* DEBUG generates copious amounts of output. I tend to change the CC options 164/* DEBUG generates copious amounts of output. I tend to change the CC options
167 * in the crosssite.def file if I want this. By default, you probably 165 * in the crosssite.def file if I want this. By default, you probably
168 * dont want this defined. 166 * dont want this defined.
169 */ 167 */
170#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
171#ifndef DEBUG 168#ifndef DEBUG
172#define DEBUG 169#define DEBUG
173#endif
174#endif 170#endif
175/* 171/*
176 * This option creates more core files. In some areas, there are certain 172 * This option creates more core files. In some areas, there are certain
177 * checks done to try and make the program more stable (ie, check 173 * checks done to try and make the program more stable (ie, check
178 * parameter for null, return if it is). These checks are being done 174 * parameter for null, return if it is). These checks are being done
203 * maps at that point. 199 * maps at that point.
204 * 200 *
205 * MSW 2001-05-28 201 * MSW 2001-05-28
206 */ 202 */
207 203
208#define MAP_CLIENT_X 25 204#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 205#define MAP_CLIENT_Y 31
210 206
211/* 207/*
212 * If you feel the game is too fast or too slow, change MAX_TIME. 208 * If you feel the game is too fast or too slow, change MAX_TIME.
213 * You can experiment with the 'speed <new_max_time> command first. 209 * You can experiment with the 'speed <new_max_time> command first.
214 * The length of a tick is MAX_TIME microseconds. During a tick, 210 * The length of a tick is MAX_TIME microseconds. During a tick,
229 * mean slower performance and more memory. IF this is not defined, then 225 * mean slower performance and more memory. IF this is not defined, then
230 * this feature is disabled. 226 * this feature is disabled.
231 */ 227 */
232#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 20
233 229
234/* Use permanent experience code? 230/*
235 * This code allows players to build up a small amount of 'permanent
236 * experience' which reduces the effect of large experience drains, such as
237 * death. This makes multiple frequent deaths less devastating, and also
238 * ensures that any character will make some gradual progress even if they
239 * die all of the time.
240 * A nice option if your keep dying due to massive client/server lags despite
241 * playing well... or you like to swim well outside of your depth. :)
242 *
243 * The PERM_EXP values adjust the behaviour of this option - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 232 * the setting permanent_experience_percentage is zero, these values have
245 * is on, the minimum ratio is the minimum amount of permanent exp relative 233 * no meaning. The value in the settings file is the percentage of the
246 * to the total exp in the skill (ie, at a default of .25, if you had 100 234 * experience that is permenent, the rest could be lost on death. When dying,
247 * experience, at least 25 of it would be permanent). The gain ratio 235 * the greatest amount of non-permenent exp it is possible to lose at one time
248 * is how much of experienced experience goes to the permanent value. 236 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
249 * This does not detract from total exp gain (ie, if you gained 100 exp, 237 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
250 * 100 would go to the skill total and 10 to the permanent value). 238 * experience goes to the permanent value. This does not detract from total
251 * the loss ratio is the maximum amount of experience that can be lost 239 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
252 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 240 * 10 to the permanent value).
253 * 241 *
254 * A few thoughts on these default value (by MSW) 242 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until 243 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the minimum ratio will be used. 244 * that poin, the value in the settings file will be used.
257 * It is also impossible for the exp to actually be reduced to the permanent 245 * It is also impossible for the exp to actually be reduced to the permanent
258 * exp ratio - since the loss ratio is .5, it will just get closer and 246 * exp ratio - since the loss ratio is .5, it will just get closer and
259 * closer. However, after about half a dozen hits, pretty much all the 247 * closer. However, after about half a dozen hits, pretty much all the
260 * exp that can be lost has been lost, and after that, only minor loss 248 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 249 * will occur.
262 */ 250 */
263/* GD */ 251/* GD */
264 252
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268
269/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost
271 * in (more-or-less) regular intervals, so an external watchdog
272 * program can kill the server if it hangs (for whatever reason).
273 * It shouldn't hurt anyone if this is defined but you don't
274 * have an watchdog program.
275 */
276#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277#define WATCHDOG
278#endif
279
280 255
281/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
282 * enable this, and things will work, just you'll see a whole 257 * enable this, and things will work, just you'll see a whole
283 * bunch more materials show up, and thus a whole bunch more materials 258 * bunch more materials show up, and thus a whole bunch more materials
284 * in your inventory, and the sorting for them isn't really good. 259 * in your inventory, and the sorting for them isn't really good.
347 * SHUTDOWN - used when shutting down the server 322 * SHUTDOWN - used when shutting down the server
348 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349 * backlogged messages. 324 * backlogged messages.
350 * TMPDIR - directory to use for temp files 325 * TMPDIR - directory to use for temp files
351 * UNIQUE_DIR - directory to put unique item files into 326 * UNIQUE_DIR - directory to put unique item files into
352 * USE_CALLOC for some memory requests
353 *********************************************************************** 327 ***********************************************************************
354 */ 328 */
355 329
356/* 330/*
357 * BANFILE - file used to ban certain sites from playing. See the example 331 * BANFILE - file used to ban certain sites from playing. See the example
383/* LOGFILE specifies which file to log to when playing with the 357/* LOGFILE specifies which file to log to when playing with the
384 * -daemon option. 358 * -daemon option.
385 */ 359 */
386 360
387#ifndef LOGFILE 361#ifndef LOGFILE
388#ifdef WIN32 /* change define path */
389#define LOGFILE "var\\crossfire.log"
390#else
391#define LOGFILE "/var/log/crossfire/logfile" 362#define LOGFILE "/var/log/crossfire/logfile"
392#endif
393#endif 363#endif
394 364
395/* 365/*
396 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
397 * after a player has left it. If it is set to 0, maps are 367 * after a player has left it. If it is set to 0, maps are
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps. 384 * maps.
415 */ 385 */
416 386
417/* How many ticks till maps are swapped out */ 387/* How many ticks till maps are swapped out */
418#define MAP_MAXTIMEOUT 1000 388#define MAP_MAXTIMEOUT 300
419/* At least that many ticks before swapout */ 389/* At least that many ticks before swapout */
420#define MAP_MINTIMEOUT 500 390#define MAP_MINTIMEOUT 300
421 391
422/* 392/*
423 * MAP_MAXRESET is the maximum time a map can have before being reset. It 393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
424 * will override the time value set in the map, if that time is longer than 394 * will override the time value set in the map, if that time is longer than
425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
433 */ 403 */
434 404
435/* Maximum time to reset. */ 405/* Maximum time to reset. */
436#define MAP_MAXRESET 7200 406#define MAP_MAXRESET 7200
437/* Default time to reset. */ 407/* Default time to reset. */
438#define MAP_DEFAULTRESET 7200 408#define MAP_DEFAULTRESET 3600
439 409
440/* 410/*
441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442 * will look for maps which are already scheldued for swapping, and 412 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded. 413 * promptly swap them out before new maps are being loaded.
449 * consumes more memory. If you have gobs of free memory, a high number 419 * consumes more memory. If you have gobs of free memory, a high number
450 * might not be a bad idea. Each object is around 350 bytes right now. 420 * might not be a bad idea. Each object is around 350 bytes right now.
451 * 25000 is about 8.5 MB 421 * 25000 is about 8.5 MB
452 */ 422 */
453 423
454#define MAX_OBJECTS 100000 424#define MAX_OBJECTS 400000
455 425
456/* 426/*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy 427 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different: 428 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is 429 * 1) We only start swapping maps if the number of objects in use is
532 * will drop the client connection for falling too far behind. So if 502 * will drop the client connection for falling too far behind. So if
533 * you have very slow client connections, a larger value may be 503 * you have very slow client connections, a larger value may be
534 * warranted. 504 * warranted.
535 */ 505 */
536 506
537#define SOCKETBUFSIZE 128*1024 507#define SOCKETBUFSIZE 256*1024
538 508
539/* 509/*
540 * Your tmp-directory should be large enough to hold the uncompressed 510 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing. 511 * map-files for all who are playing.
542 * It ought to be locally mounted, since the function used to generate 512 * It ought to be locally mounted, since the function used to generate
546 * something that is NFS mounted (but performance may suffer as NFS is 516 * something that is NFS mounted (but performance may suffer as NFS is
547 * slower than local disk) 517 * slower than local disk)
548 */ 518 */
549 519
550/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551#ifdef WIN32 /* change define path tmp */
552#define TMPDIR "tmp"
553#else
554#define TMPDIR "/tmp" 521#define TMPDIR "/tmp"
555#endif
556 522
557 523
558/* Directory to use for unique items. This is placed into the 'lib' 524/* Directory to use for unique items. This is placed into the 'lib'
559 * directory. Changing this will cause any old unique items file 525 * directory. Changing this will cause any old unique items file
560 * not to be used. 526 * not to be used.
561 */ 527 */
562#define UNIQUE_DIR "unique-items" 528#define UNIQUE_DIR "unique-items"
563 529
564/* 530/*
565 * If undefined, malloc is always used.
566 * It looks like this can be oboleted. However, it can be useful to
567 * track down some bugs, as it will make sure that the entire data structure
568 * is set to 0, at the expense of speed.
569 * Rupert Goldie has run Purify against the code, and if this is disabled,
570 * apparantly there are a lot of uninitialized memory reads - I haven't
571 * seen any problem (maybe the memory reads are copies, and the destination
572 * doesn't actually use the garbage values either?), but the impact on speed
573 * of using this probably isn't great, and should make things more stable.
574 * Msw 8-9-97
575 */
576#define USE_CALLOC
577
578
579/*
580 * These define the players starting map and location on that map, and where 531 * These define the players starting map and location on that map, and where
581 * emergency saves are defined. This should be left as is unless you make 532 * emergency saves are defined. This should be left as is unless you make
582 * major changes to the map. 533 * major changes to the map.
583 */ 534 */
584 535
585#ifdef WIN32 /* change define path city */
586
587# define EMERGENCY_MAPPATH "\\city\\city"
588# define EMERGENCY_X 15
589# define EMERGENCY_Y 19
590#else
591# define EMERGENCY_MAPPATH "/city/city" 536#define EMERGENCY_MAPPATH "/city/city"
592# define EMERGENCY_X 15 537#define EMERGENCY_X 15
593# define EMERGENCY_Y 19 538#define EMERGENCY_Y 19
594#endif
595 539
596 540
597/* 541/*
598 * These defines tells where, relative to LIBDIR, the maps, the map-index, 542 * These defines tells where, relative to LIBDIR, the maps, the map-index,
599 * archetypes highscore and treaures files and directories can be found. 543 * archetypes highscore and treaures files and directories can be found.
606#define HIGHSCORE "highscore" 550#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 551#define TREASURES "treasures"
608#define BANISHFILE "banish_file" 552#define BANISHFILE "banish_file"
609 553
610#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 554#define MAX_ERRORS 25 /* Bail out if more are received during tick */
611#define STARTMAX 500 /* How big array of objects to start with */
612#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 555#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
613 556
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 557#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 558
616#define ARCHTABLE 5003 /* Used when hashing archetypes */ 559#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 560#define MAXSTRING 20
618 561
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 562#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 563
621 564
652 * thus requiring that the server be setuid/setgid, and more generous 595 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 596 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 597 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created. 598 * for nay directories created.
656 */ 599 */
600/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 601#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 602#define SAVE_DIR_MODE 0770
659 603
660/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 604/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661 * needs to be selected. You can set both, and things will work fine, 605 * needs to be selected. You can set both, and things will work fine,
671 * environment, you may want to set this to a higher value, so that 615 * environment, you may want to set this to a higher value, so that
672 * you are not spending too much time saving the characters. 616 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5) 617 * This option should now work (Crossfire 0.90.5)
674 */ 618 */
675 619
676#define SAVE_INTERVAL 60 620//#define SAVE_INTERVAL 60
677 621
678/* 622/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 623 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680 * 5000 with MAX_TIME set at 120,000 means that the player will be 624 * 5000 with MAX_TIME set at 120,000 means that the player will be
681 * saved every 10 minutes. Some effort should probably be made to 625 * saved every 10 minutes. Some effort should probably be made to
684 * may not be large enough to save all of them.) As it is now, it will 628 * may not be large enough to save all of them.) As it is now, it will
685 * just set the base tick of when they log on, which should keep the 629 * just set the base tick of when they log on, which should keep the
686 * saves pretty well spread out (in a fairly random fashion.) 630 * saves pretty well spread out (in a fairly random fashion.)
687 */ 631 */
688 632
689#define AUTOSAVE 500 633#define AUTOSAVE 1000
690 634
691/* Often, emergency save fails because the memory corruption that caused 635/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 636 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does 637 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5). 638 * prevent emergency saves now (Version 0.90.5).
703 */ 647 */
704 648
705/*#define BACKUP_SAVE_AT_HOME*/ 649/*#define BACKUP_SAVE_AT_HOME*/
706 650
707/* RESET_LOCATION_TIME is the number of seconds that must elapse before 651/* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 * we fill return the player to his savebed location. If this is zero, 652 * we will return the player to his savebed location. If this is zero,
709 * this feature is disabled (player will resume where ever he was 653 * this feature is disabled (player will resume where ever he was
710 * when he last logged off). If this is set to less than two hours, 654 * when he last logged off). If this is set to less than two hours,
711 * it will prevent players from camping out in treasure rooms. 655 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you 656 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile. 657 * comment this out, the program will not compile.

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