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
This commit is contained in:
silversurfer
2016-01-09 16:27:56 +00:00
parent 48413a9242
commit 50c764ee04
24 changed files with 157 additions and 155 deletions
+1 -1
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@@ -512,7 +512,7 @@ void AirRaidLookForDive( )
{
// If we are are beginning game, only do gun dives..
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDiffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
{
if ( gbNumDives == 0 )
{
+2 -2
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@@ -1293,7 +1293,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
return;
}
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
ubMaxDeaths = zDiffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
// if we've already hit the limit in this game, skip these checks
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
@@ -1592,7 +1592,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
ubKillsPerPoint = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
if (usKillsProgress > usMaxKillsProgress)
+1 -1
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@@ -1822,7 +1822,7 @@ void HandleInitialEventsInHeliCrash()
UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
{
return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
return( zDiffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
}
+2 -2
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@@ -2063,7 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
if ( this->bTeam == ENEMY_TEAM )
{
ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
ubPoints += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
@@ -2173,7 +2173,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
if ( this->bTeam == ENEMY_TEAM )
{
usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
usMaxActionPnts += zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
}
// Bonus to Militia APs
else if ( this->bTeam == MILITIA_TEAM )
+4 -4
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@@ -5969,7 +5969,7 @@ else
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
iBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY;
}
// Percentage based-modifier from the weapon and its attachments
@@ -6300,7 +6300,7 @@ else
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
iAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY;
}
// Percent modifier from the weapon and its attachments
@@ -12936,7 +12936,7 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
fBaseModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsBASE_DIFFICULTY;
}
return fBaseModifier;
@@ -13243,7 +13243,7 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
// GAME DIFFICULTY
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
{
fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
fAimModifier += zDiffSetting[gGameOptions.ubDifficultyLevel].NewDifficultySettingsAIM_DIFFICULTY;
}
return fAimModifier;
+4 -3
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@@ -933,7 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
{
// don't allow admins to radio
//Madd: Huh? why not admins? removed.
@@ -980,10 +980,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
}
// unless in easy mode allow alerted enemies to radio
else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
else if ( zDiffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
{
// don't allow admins to radio
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
// silversurfer: Why not? Removed just like above.
if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition ) //&& pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
{
RadioSightings(pThem,EVERYBODY, pThem->bTeam );
}