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Fix: - additional defenses around Meduna and additional elites where used incorrectly from DifficultySettings.xml
- corrected some typos for parameters from DifficultySettings.xml git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8013 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -512,7 +512,7 @@ void AirRaidLookForDive( )
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{
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// If we are are beginning game, only do gun dives..
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if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
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if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDiffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
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{
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if ( gbNumDives == 0 )
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{
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@@ -1293,7 +1293,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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return;
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}
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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ubMaxDeaths = zDiffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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// if we've already hit the limit in this game, skip these checks
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if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
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@@ -1592,7 +1592,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
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// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
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// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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ubKillsPerPoint = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
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if (usKillsProgress > usMaxKillsProgress)
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@@ -1822,7 +1822,7 @@ void HandleInitialEventsInHeliCrash()
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UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
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{
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return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
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return( zDiffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
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}
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@@ -2063,7 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
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//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
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if ( this->bTeam == ENEMY_TEAM )
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{
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ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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ubPoints += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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}
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// Bonus to Militia APs
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else if ( this->bTeam == MILITIA_TEAM )
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@@ -2173,7 +2173,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
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if ( this->bTeam == ENEMY_TEAM )
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{
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usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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usMaxActionPnts += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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}
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// Bonus to Militia APs
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else if ( this->bTeam == MILITIA_TEAM )
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@@ -5969,7 +5969,7 @@ else
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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iBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY;
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}
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// Percentage based-modifier from the weapon and its attachments
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@@ -6300,7 +6300,7 @@ else
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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iAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY;
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}
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// Percent modifier from the weapon and its attachments
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@@ -12936,7 +12936,7 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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fBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY;
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}
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return fBaseModifier;
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@@ -13243,7 +13243,7 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
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// GAME DIFFICULTY
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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fAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY;
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}
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return fAimModifier;
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@@ -933,7 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
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}
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// unless in easy mode allow alerted enemies to radio
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
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else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
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{
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// don't allow admins to radio
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//Madd: Huh? why not admins? removed.
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@@ -980,10 +980,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
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}
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// unless in easy mode allow alerted enemies to radio
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
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else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
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{
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// don't allow admins to radio
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if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
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// silversurfer: Why not? Removed just like above.
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if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition ) //&& pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
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{
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RadioSightings(pThem,EVERYBODY, pThem->bTeam );
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}
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