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- added new parameters for NCTH in DifficultySettings.xml that allow the modification of CTH for militia and player mercs (requires GameDir 2445)
- re-enabled the extra elites for counter attacks git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8615 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -110,7 +110,11 @@ DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *na
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strcmp(name, "EnemyMoraleWorried") == 0 ||
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strcmp(name, "MaxMortarsPerTeam" ) == 0 ||
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strcmp(name, "CthConstantsAimDifficulty") == 0 ||
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strcmp(name, "CthConstantsBaseDifficulty") == 0
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strcmp(name, "CthConstantsBaseDifficulty") == 0 ||
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strcmp(name, "CthConstantsAimDifficultyMilitia") == 0 ||
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strcmp(name, "CthConstantsBaseDifficultyMilitia") == 0 ||
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strcmp(name, "CthConstantsAimDifficultyPlayer") == 0 ||
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strcmp(name, "CthConstantsBaseDifficultyPlayer") == 0
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))
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{
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pData->curElement = ELEMENT_PROPERTY;
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@@ -229,8 +233,12 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY;
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zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyEnemy = pData->curDifficultySettings.fCTHSettingsAimDifficultyEnemy;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyEnemy = pData->curDifficultySettings.fCTHSettingsBaseDifficultyEnemy;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyMilitia = pData->curDifficultySettings.fCTHSettingsAimDifficultyMilitia;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyMilitia = pData->curDifficultySettings.fCTHSettingsBaseDifficultyMilitia;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsAimDifficultyPlayer = pData->curDifficultySettings.fCTHSettingsAimDifficultyPlayer;
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zDiffSetting[pData->curDifficultySettings.uiIndex].fCTHSettingsBaseDifficultyPlayer = pData->curDifficultySettings.fCTHSettingsBaseDifficultyPlayer;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried;
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@@ -567,12 +575,32 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "CthConstantsAimDifficulty") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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pData->curDifficultySettings.fCTHSettingsAimDifficultyEnemy = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsBaseDifficulty") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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pData->curDifficultySettings.fCTHSettingsBaseDifficultyEnemy = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsAimDifficultyMilitia") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.fCTHSettingsAimDifficultyMilitia = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsBaseDifficultyMilitia") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.fCTHSettingsBaseDifficultyMilitia = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsAimDifficultyPlayer") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.fCTHSettingsAimDifficultyPlayer = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsBaseDifficultyPlayer") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.fCTHSettingsBaseDifficultyPlayer = (FLOAT) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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