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
This commit is contained in:
Sevenfm
2021-06-14 04:44:09 +00:00
parent 08ba4f9323
commit 00b2f5965b
2 changed files with 4 additions and 3 deletions
+4
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@@ -2,6 +2,7 @@
#include "Strategic All.h"
#include "XML.h"
#else
#include "ASD.h" // added by Flugente
#include "types.h"
#include "Campaign Init.h"
#include "Random.h"
@@ -600,6 +601,9 @@ void InitNewCampaign()
SetSectorFlag( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ, SF_ALREADY_VISITED ); //hayden
#endif
// Flugente: init special AI
InitASD();
//Generates the initial forces in a new campaign. The idea is to randomize numbers and sectors
//so that no two games are the same.
InitStrategicAI();
-3
View File
@@ -498,9 +498,6 @@ void InitStrategicLayer( void )
// Flugente: set up VIP locations
InitVIPSectors();
// Flugente: init special AI
InitASD();
#ifdef JA2UB
LuaInitStrategicLayer(0); //JA25 UB InitStrategicLayer.lua
#endif