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ASD fix (by rftr): moved ASD initialisation to just before the strategic AI init, which is where starting enemy groups are created (and ASD flags are checked to see if any troops can be upgraded to jeeps/tanks/robots).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9082 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2,6 +2,7 @@
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#include "Strategic All.h"
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#include "XML.h"
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#else
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#include "ASD.h" // added by Flugente
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#include "types.h"
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#include "Campaign Init.h"
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#include "Random.h"
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@@ -600,6 +601,9 @@ void InitNewCampaign()
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SetSectorFlag( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ, SF_ALREADY_VISITED ); //hayden
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#endif
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// Flugente: init special AI
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InitASD();
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//Generates the initial forces in a new campaign. The idea is to randomize numbers and sectors
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//so that no two games are the same.
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InitStrategicAI();
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@@ -498,9 +498,6 @@ void InitStrategicLayer( void )
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// Flugente: set up VIP locations
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InitVIPSectors();
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// Flugente: init special AI
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InitASD();
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#ifdef JA2UB
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LuaInitStrategicLayer(0); //JA25 UB InitStrategicLayer.lua
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#endif
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