From 00b2f5965bd174596ca23574ffc786306c70a881 Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Mon, 14 Jun 2021 04:44:09 +0000 Subject: [PATCH] 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 --- Strategic/Campaign Init.cpp | 4 ++++ Strategic/Game Init.cpp | 3 --- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/Strategic/Campaign Init.cpp b/Strategic/Campaign Init.cpp index 0fe4681eb..333be9286 100644 --- a/Strategic/Campaign Init.cpp +++ b/Strategic/Campaign Init.cpp @@ -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(); diff --git a/Strategic/Game Init.cpp b/Strategic/Game Init.cpp index c31f87e1a..76f69e100 100644 --- a/Strategic/Game Init.cpp +++ b/Strategic/Game Init.cpp @@ -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