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int m_AIUpdateInterval; //!< How often actor's AI should be updated, i.e. every n simulation updates.
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int m_NumberOfLuaStatesOverride; //!< Overrides how many threaded Lua states we'll use. -1 for no override, which defaults to the maximum number of concurrent hardware threads.
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bool m_ForceImmediatePathingRequestCompletion; //!< Whether pathing requests will be forced to immediately complete for the next frame, or if they can take multiple frames to calculate.
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bool m_LuaMultithreadedGarbageCollectionDisabled; //!< Whether Lua multithreaded garbage collection is disabled.
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bool m_SkipIntro; //!< Whether to play the intro of the game or skip directly to the main menu.
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bool m_ShowToolTips; //!< Whether ToolTips are enabled or not.
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