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All of the data on this page is taken from the following game files:
* XComGame.INT
* XComStrategyGame.INT
===Additional Continent (Australia?) and Bonus===
*ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
*ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."
===Extra aircraft weapons===
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]="UFO Weapon II"
===End Game Stats include Playstyle===
*m_strPlayLabel="Playstyle:"
**m_strSummTitle="Game Summary"
**m_strCombatTitle="Combat"
**m_strSpecialistsTitle="Science/Engineering"
**m_strResourcesTitle="Resources"
**m_strLossTitle="Game Summary"
**DAYS="Days"
**PCT="%"
**m_strWin="Victory"
**m_strLose="Defeat"
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]="Immortal Hero"
**m_aPlaystyleDesc[ePlaystyle_Underdog]="Underdog"
**m_aPlaystyleDesc[ePlaystyle_Science]="Genius"
**m_aPlaystyleDesc[ePlaystyle_Combat]="Warlord"
**m_aPlaystyleDesc[ePlaystyle_Money]="Magnate"
===Different Research Path===
**TechTypeCodeName[eTech_UFOFlight]="UFO Flight"
**TechTypeNames[eTech_AlienAlloys]="Alien Alloys"
**TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""
**TechTypeSummary[eTech_AlienWeaponry]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\""
**TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
**TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
**TechTypeSummary[eTech_Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\""
**TechTypeSummary[eTech_Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\""
**TechTypeSummary[eTech_Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\""
**TechTypeSummary[eTech_Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\""
**TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""
===Unit Weapons and Items===
*[XGAmmo_BaitGrenade]
*[XGAmmo_PlasmaBlade]
**m_strWeapon="Plasma Blade"
*[XGAmmo_ScienceDevice]
*[XGAmmo_Stun Rod]
*[XGArtifact_AlienIntelligence]
**m_strName="Alien Intelligence"
*[XGArmor_LevelIIHeavy]
**m_strName="Heavy Carapace Armor"
**m_strNotes="The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted."
*[XGArmor_LevelIILight]
**m_strName="Light Carapace Armor"
**m_strNotes="The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear."
*[XGArmor_LevelIIMedium]
**m_strName="Carapace Armor"
**m_strNotes="The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage."
*[XGArmor_LevelIIIHeavy]
**m_strName="Golem Armor"
**m_strNotes="The Golem is impervious to damage."
*[XGArmor_LevelIIILight]
**m_strName="Ghost Armor"
**m_strNotes="The Ghost is capable of vanishing from sight."
*[XGArmor_LevelIIIMedium]
**m_strName="Titan Armor"
**m_strNotes="The Titan armor provides an excellent defense against alien weapons."
*[XGArmor_LevelIIIMediumAir]
**m_strName="Archangel Armor"
**m_strNotes="The Archangel is capable of flight."
*[XGArtifact_MummyPod]
**m_strName="Mummy Pod"
*[XGArtifact_Technology]
m_strName="Alien Technology"
*[XGArtifact_CommunicationsDevice]
**m_strName="Alien Communication Device"
**m_strHelp="Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ."
*[XGArtifact_AlienSalvage_Food]
**m_strName="Alien Salvage Food"
*[XGArtifact_AlienSalvage_Technology]
**m_strName="Alien Salvage Technology"
*[XGArtifact_AlienSalvage_Entertainment]
**m_strName="Alien Salvage Entertainment"
*[XGArtifact_MedicalStation]
**m_strName="Alien Medical Station"
**m_strHelp="Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ."
*[XGArtifact_Alien_Beacon]
**m_strName="Alien Beacon"
**m_strHelp="Use this beacon to deactivate the power core."
*[XGArtifact_Interact]
**m_strName="Alien Console"
**m_strHelp="Hack this console."
*[XGArtifact_Salvage]
**m_strName="Alien Salvage"
**m_strHelp="Take this salvage back to your base."
*[XGArtifact_UFO_I]
**m_strName="UFO Hull Section"
===Skirmish Mode===
*[XGBattleDesc]
**m_strSkirmishOpName="Tactical Skirmish"
**m_sLocation="%sCITY, %sSTATE %sCOUNTRY"
**m_aCities[0]="Animosa"
**m_aCities[1]="Liberty"
**m_aCities[2]="Grapevine"
**m_aCities[3]="Gallop"
**m_aCities[4]="Kearney"
**m_aCities[5]="Neosho"
**m_aCities[6]="Oxford"
**m_aCities[7]="Enid"
**m_aCities[8]="Hayes"
**m_aCities[9]="Woodall"
**m_aCities[10]="Goodland"
**m_aCities[11]="Excelsior Springs"
**m_aCities[12]="Lexington"
**m_aCities[13]="Empire Falls"
**m_aStates[0]="Missouri"
**m_aStates[1]="Iowa"
**m_aStates[2]="Kansas"
**m_aStates[3]="Nebraska"
**m_aStates[4]="Minnesota"
**m_aStates[5]="Michigan"
**m_aStates[6]="Wisconsin"
**m_aStates[7]="Oklahoma"
**m_aStates[8]="Arkansas"
**m_aStates[9]="Texas"
**m_aStates[10]="Colorado"
**m_aStates[11]="Utah"
**m_aStates[12]="Idaho"
**m_aCountries[0]="U.S.A"
**m_aCountries[1]="U.S.A"
===Battle Results===
*m_strUFO="UFO Intercepted!"
*m_strTerror="City Defended!"
*m_strActI="Alien Base Destroyed!"
*m_strActII="Alien Destroyer Neutralized!"
*m_sAliensKilled="Aliens killed:"
*m_sXComKilled="XCOM Casualties:"
*m_strPanicReduced="Panic Level Reduced by"
*m_strPanicUnchanged="Panic Level Unchanged."
*m_sBonusShortMission="Mission completed in 10 turns:"
*m_sBonusNoCasualties="No XCOM Casualties:"
*m_strBonus="Bonus!"
*m_strPaniHelp="Shooting down UFOs is the easiest way to reduce panic."
*m_sArtifactsRecovered="Total Alien Artifacts Recovered:"
*m_sArtifactTip="The Engineering facility can break down Alien Artifacts into parts."
===Item Slots===
*m_arrLocationNames[eSlot_RightBack]="Right Back"
*m_arrLocationNames[eSlot_LeftBack]="Left Back"
*m_arrLocationNames[eSlot_RightHand]="Right Hand"
*m_arrLocationNames[eSlot_LeftHand]="Left Hand"
*m_arrLocationNames[eSlot_Grapple]="Grapple"
*m_arrLocationNames[eSlot_RightThigh]="Right Thigh"
*m_arrLocationNames[eSlot_LeftThigh]="Left Thigh"
*m_arrLocationNames[eSlot_LeftBelt]="Left Belt"
*m_arrLocationNames[eSlot_LeftBoot]="Left Boot"
*m_arrLocationNames[eSlot_RightBoot]="Right Boot"
*m_arrLocationNames[eSlot_RightChest]="Right Chest"
*m_arrLocationNames[eSlot_LeftChest]="Left Chest"
*m_arrLocationNames[eSlot_RightForearm]="Right Forearm"
*m_arrLocationNames[eSlot_RightSling]="Right Sling"
*m_arrLocationNames[eSlot_RearBackPack]="Rear BackPack"
*m_arrLocationNames[eSlot_PsiSource]="Psi Source"
*m_arrLocationNames[eSlot_Head]="Head"
*m_arrLocationNames[eSlot_CenterChest]="Center Chest"
*m_arrLocationNames[eSlot_ChestCannon]="Chest Cannon"
*m_arrLocationNames[eSlot_None]="None"
===Other Tactical Items===
*m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
*m_aItemNamesPlural[eItem_AlienIntel]="Alien Intel"
*m_aItemNamesPlural[eItem_MummyPod]="Mummy Pods"
*m_aItemNamesPlural[eItem_FogPod]="Alien Fog Devices"
*m_aItemNamesPlural[eItem_MedicalStation]="Medical Stations"
*m_aItemNamesPlural[eItem_CommStation]="Comm Stations"
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]="Alien Weapons Lockers"
*m_aItemNamesPlural[eItem_Alien_Console]="Alien Consoles"
*m_aItemNamesPlural[eItem_Alien_Storage]="Alien Storage"
*m_aItemNamesPlural[eItem_Alien_Salvage]="Alien Salvages"
*m_aItemNamesPlural[eItem_Alien_Bomb]="Alien Bombs"
*m_aItemNamesPlural[eItem_Alien_Beacon]="Alien Beacons"
*m_aItemNamesPlural[eItem_Alien_Interact]="Alien Interactions"
===Alien Flora===
CS_ABM_Alien_Flora SoundNodeWave]
bMature=False
bManualWordWrap=False
bSingleLine=False
SpokenText="Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology."
Comment=""
===Grey Market Unlock===
[Council_GreyMarketUnlock SoundNodeWave]
bMature=False
bManualWordWrap=False
bSingleLine=False
SpokenText="The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected."
Comment=""
[[Unused Features (EU2012)|Unused Features]]
[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]

Revision as of 15:42, 4 May 2013

All of the data on this page is taken from the following game files:

  • XComGame.INT
  • XComStrategyGame.INT

Additional Continent (Australia?) and Bonus

  • ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
  • ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."

Extra aircraft weapons

  • ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
  • ShipWeaponNames[eShipWeapon_UFOPlasmaII]="UFO Weapon II"

End Game Stats include Playstyle

  • m_strPlayLabel="Playstyle:"
    • m_strSummTitle="Game Summary"
    • m_strCombatTitle="Combat"
    • m_strSpecialistsTitle="Science/Engineering"
    • m_strResourcesTitle="Resources"
    • m_strLossTitle="Game Summary"
    • DAYS="Days"
    • PCT="%"
    • m_strWin="Victory"
    • m_strLose="Defeat"
    • m_aPlaystyleDesc[ePlaystyle_PerfectHero]="Immortal Hero"
    • m_aPlaystyleDesc[ePlaystyle_Underdog]="Underdog"
    • m_aPlaystyleDesc[ePlaystyle_Science]="Genius"
    • m_aPlaystyleDesc[ePlaystyle_Combat]="Warlord"
    • m_aPlaystyleDesc[ePlaystyle_Money]="Magnate"

Different Research Path

    • TechTypeCodeName[eTech_UFOFlight]="UFO Flight"
    • TechTypeNames[eTech_AlienAlloys]="Alien Alloys"
    • TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""
    • TechTypeSummary[eTech_AlienWeaponry]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\""
    • TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
    • TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
    • TechTypeSummary[eTech_Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\""
    • TechTypeSummary[eTech_Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\""
    • TechTypeSummary[eTech_Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\""
    • TechTypeSummary[eTech_Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\""
    • TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""

Unit Weapons and Items

  • [XGAmmo_BaitGrenade]
  • [XGAmmo_PlasmaBlade]
    • m_strWeapon="Plasma Blade"
  • [XGAmmo_ScienceDevice]
  • [XGAmmo_Stun Rod]
  • [XGArtifact_AlienIntelligence]
    • m_strName="Alien Intelligence"
  • [XGArmor_LevelIIHeavy]
    • m_strName="Heavy Carapace Armor"
    • m_strNotes="The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once. Inventory and mobility, however, are severly restricted."
  • [XGArmor_LevelIILight]
    • m_strName="Light Carapace Armor"
    • m_strNotes="The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons. A soldier in this armor can climb almost any surface, though they cannot carry as much gear."
  • [XGArmor_LevelIIMedium]
    • m_strName="Carapace Armor"
    • m_strNotes="The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage."
  • [XGArmor_LevelIIIHeavy]
    • m_strName="Golem Armor"
    • m_strNotes="The Golem is impervious to damage."
  • [XGArmor_LevelIIILight]
    • m_strName="Ghost Armor"
    • m_strNotes="The Ghost is capable of vanishing from sight."
  • [XGArmor_LevelIIIMedium]
    • m_strName="Titan Armor"
    • m_strNotes="The Titan armor provides an excellent defense against alien weapons."
  • [XGArmor_LevelIIIMediumAir]
    • m_strName="Archangel Armor"
    • m_strNotes="The Archangel is capable of flight."
  • [XGArtifact_MummyPod]
    • m_strName="Mummy Pod"
  • [XGArtifact_Technology]

m_strName="Alien Technology"

  • [XGArtifact_CommunicationsDevice]
    • m_strName="Alien Communication Device"
    • m_strHelp="Using this loot will give +2 to the soldiers TAC for the remainder of combat. If not used, loot can be disassembled for parts back at HQ."
  • [XGArtifact_AlienSalvage_Food]
    • m_strName="Alien Salvage Food"
  • [XGArtifact_AlienSalvage_Technology]
    • m_strName="Alien Salvage Technology"
  • [XGArtifact_AlienSalvage_Entertainment]
    • m_strName="Alien Salvage Entertainment"
  • [XGArtifact_MedicalStation]
    • m_strName="Alien Medical Station"
    • m_strHelp="Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ."
  • [XGArtifact_Alien_Beacon]
    • m_strName="Alien Beacon"
    • m_strHelp="Use this beacon to deactivate the power core."
  • [XGArtifact_Interact]
    • m_strName="Alien Console"
    • m_strHelp="Hack this console."
  • [XGArtifact_Salvage]
    • m_strName="Alien Salvage"
    • m_strHelp="Take this salvage back to your base."
  • [XGArtifact_UFO_I]
    • m_strName="UFO Hull Section"

Skirmish Mode

  • [XGBattleDesc]
    • m_strSkirmishOpName="Tactical Skirmish"
    • m_sLocation="%sCITY, %sSTATE %sCOUNTRY"
    • m_aCities[0]="Animosa"
    • m_aCities[1]="Liberty"
    • m_aCities[2]="Grapevine"
    • m_aCities[3]="Gallop"
    • m_aCities[4]="Kearney"
    • m_aCities[5]="Neosho"
    • m_aCities[6]="Oxford"
    • m_aCities[7]="Enid"
    • m_aCities[8]="Hayes"
    • m_aCities[9]="Woodall"
    • m_aCities[10]="Goodland"
    • m_aCities[11]="Excelsior Springs"
    • m_aCities[12]="Lexington"
    • m_aCities[13]="Empire Falls"
    • m_aStates[0]="Missouri"
    • m_aStates[1]="Iowa"
    • m_aStates[2]="Kansas"
    • m_aStates[3]="Nebraska"
    • m_aStates[4]="Minnesota"
    • m_aStates[5]="Michigan"
    • m_aStates[6]="Wisconsin"
    • m_aStates[7]="Oklahoma"
    • m_aStates[8]="Arkansas"
    • m_aStates[9]="Texas"
    • m_aStates[10]="Colorado"
    • m_aStates[11]="Utah"
    • m_aStates[12]="Idaho"
    • m_aCountries[0]="U.S.A"
    • m_aCountries[1]="U.S.A"

Battle Results

  • m_strUFO="UFO Intercepted!"
  • m_strTerror="City Defended!"
  • m_strActI="Alien Base Destroyed!"
  • m_strActII="Alien Destroyer Neutralized!"
  • m_sAliensKilled="Aliens killed:"
  • m_sXComKilled="XCOM Casualties:"
  • m_strPanicReduced="Panic Level Reduced by"
  • m_strPanicUnchanged="Panic Level Unchanged."
  • m_sBonusShortMission="Mission completed in 10 turns:"
  • m_sBonusNoCasualties="No XCOM Casualties:"
  • m_strBonus="Bonus!"
  • m_strPaniHelp="Shooting down UFOs is the easiest way to reduce panic."
  • m_sArtifactsRecovered="Total Alien Artifacts Recovered:"
  • m_sArtifactTip="The Engineering facility can break down Alien Artifacts into parts."

Item Slots

  • m_arrLocationNames[eSlot_RightBack]="Right Back"
  • m_arrLocationNames[eSlot_LeftBack]="Left Back"
  • m_arrLocationNames[eSlot_RightHand]="Right Hand"
  • m_arrLocationNames[eSlot_LeftHand]="Left Hand"
  • m_arrLocationNames[eSlot_Grapple]="Grapple"
  • m_arrLocationNames[eSlot_RightThigh]="Right Thigh"
  • m_arrLocationNames[eSlot_LeftThigh]="Left Thigh"
  • m_arrLocationNames[eSlot_LeftBelt]="Left Belt"
  • m_arrLocationNames[eSlot_LeftBoot]="Left Boot"
  • m_arrLocationNames[eSlot_RightBoot]="Right Boot"
  • m_arrLocationNames[eSlot_RightChest]="Right Chest"
  • m_arrLocationNames[eSlot_LeftChest]="Left Chest"
  • m_arrLocationNames[eSlot_RightForearm]="Right Forearm"
  • m_arrLocationNames[eSlot_RightSling]="Right Sling"
  • m_arrLocationNames[eSlot_RearBackPack]="Rear BackPack"
  • m_arrLocationNames[eSlot_PsiSource]="Psi Source"
  • m_arrLocationNames[eSlot_Head]="Head"
  • m_arrLocationNames[eSlot_CenterChest]="Center Chest"
  • m_arrLocationNames[eSlot_ChestCannon]="Chest Cannon"
  • m_arrLocationNames[eSlot_None]="None"

Other Tactical Items

  • m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
  • m_aItemNamesPlural[eItem_AlienIntel]="Alien Intel"
  • m_aItemNamesPlural[eItem_MummyPod]="Mummy Pods"
  • m_aItemNamesPlural[eItem_FogPod]="Alien Fog Devices"
  • m_aItemNamesPlural[eItem_MedicalStation]="Medical Stations"
  • m_aItemNamesPlural[eItem_CommStation]="Comm Stations"
  • m_aItemNamesPlural[eItem_Alien_WeaponsLocker]="Alien Weapons Lockers"
  • m_aItemNamesPlural[eItem_Alien_Console]="Alien Consoles"
  • m_aItemNamesPlural[eItem_Alien_Storage]="Alien Storage"
  • m_aItemNamesPlural[eItem_Alien_Salvage]="Alien Salvages"
  • m_aItemNamesPlural[eItem_Alien_Bomb]="Alien Bombs"
  • m_aItemNamesPlural[eItem_Alien_Beacon]="Alien Beacons"
  • m_aItemNamesPlural[eItem_Alien_Interact]="Alien Interactions"

Alien Flora

CS_ABM_Alien_Flora SoundNodeWave] bMature=False bManualWordWrap=False bSingleLine=False SpokenText="Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology." Comment=""

Grey Market Unlock

[Council_GreyMarketUnlock SoundNodeWave] bMature=False bManualWordWrap=False bSingleLine=False SpokenText="The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected." Comment=""

Unused Features