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
+4 -4
View File
@@ -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;