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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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@@ -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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