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Externalizations (by Buggler)
- 'Kingpin wants his money' history log hardcoded location to his actual location - John & Mary sector to disappear on quest completion - Dynamo prison sector for Matt's quest - Joey primary & alternate location to be found - Spike sector relocation when assassins are sent - Weapon cache locations git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6477 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+10
-10
@@ -1526,7 +1526,7 @@ void InitStrategicAI()
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case 1:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_E11 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1544,7 +1544,7 @@ void InitStrategicAI()
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case 2:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_H5 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1562,7 +1562,7 @@ void InitStrategicAI()
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case 3:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_H10 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1580,7 +1580,7 @@ void InitStrategicAI()
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case 4:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_J12 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1598,7 +1598,7 @@ void InitStrategicAI()
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case 5:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_M9 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1622,23 +1622,23 @@ void InitStrategicAI()
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}
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else
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{
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pSector = &SectorInfo[ SEC_E11 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H5 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H10 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_J12 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_M9 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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}
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