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synced 2026-08-12 14:10:23 +02:00
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:
+62
-62
@@ -148,84 +148,84 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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if (!DifficultySettings_TextOnly)
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{
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wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName);
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wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
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zDeffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths;
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wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName);
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wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
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zDiffSetting[pData->curDifficultySettings.uiIndex].iStartingCash = pData->curDifficultySettings.iStartingCash;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAPBonus = pData->curDifficultySettings.iEnemyAPBonus;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iBaseDelayInMinutesBetweenEvaluations = pData->curDifficultySettings.iBaseDelayInMinutesBetweenEvaluations;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEvaluationDelayVariance = pData->curDifficultySettings.iEvaluationDelayVariance;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInHoursAfterSectorLiberation = pData->curDifficultySettings.iGracePeriodInHoursAfterSectorLiberation;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iGracePeriodInDaysAfterPatrolDestroyed = pData->curDifficultySettings.iGracePeriodInDaysAfterPatrolDestroyed;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bAggressiveQueenAi = pData->curDifficultySettings.bAggressiveQueenAi;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iMaxMercDeaths = pData->curDifficultySettings.iMaxMercDeaths;
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//Creatures Settings
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zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureSpreadTime = pData->curDifficultySettings.iCreatureSpreadTime;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBase = pData->curDifficultySettings.iQueenReproductionBase;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenReproductionBonus = pData->curDifficultySettings.iQueenReproductionBonus;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenInitBonusSpread = pData->curDifficultySettings.iQueenInitBonusSpread;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iCreaturePopulationModifier = pData->curDifficultySettings.iCreaturePopulationModifier;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iCreatureTownAggressiveness = pData->curDifficultySettings.iCreatureTownAggressiveness;
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//sectors
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zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B1NumTroops = pData->curDifficultySettings.iJ9B1NumTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iJ9B2NumCreatures = pData->curDifficultySettings.iJ9B2NumCreatures;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumTroops = pData->curDifficultySettings.iK4B1NumTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iK4B1NumElites = pData->curDifficultySettings.iK4B1NumElites;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumTroops = pData->curDifficultySettings.iO3B1NumTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iO3B1NumElites = pData->curDifficultySettings.iO3B1NumElites;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iP3B1NumElites = pData->curDifficultySettings.iP3B1NumElites;
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//Other
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zDeffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bStrategicAiActionWakeQueen = pData->curDifficultySettings.bStrategicAiActionWakeQueen;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iUpdateLastDayOfPlayerActivity = pData->curDifficultySettings.iUpdateLastDayOfPlayerActivity;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iChanceOfEnemyAmbushes = pData->curDifficultySettings.iChanceOfEnemyAmbushes;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcements = pData->curDifficultySettings.bAllowReinforcements;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bAllowReinforcementsOmerta = pData->curDifficultySettings.bAllowReinforcementsOmerta;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iPercentElitesBonus = pData->curDifficultySettings.iPercentElitesBonus;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL2 = pData->curDifficultySettings.iDesiredPopulationL2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iDesiredPopulationL3 = pData->curDifficultySettings.iDesiredPopulationL3;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops1 = pData->curDifficultySettings.iWeaponCacheTroops1;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops2 = pData->curDifficultySettings.iWeaponCacheTroops2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops3 = pData->curDifficultySettings.iWeaponCacheTroops3;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops4 = pData->curDifficultySettings.iWeaponCacheTroops4;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bBloodcatAmbush = pData->curDifficultySettings.bBloodcatAmbush;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bAirRaidLookForDive = pData->curDifficultySettings.bAirRaidLookForDive;
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zDeffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor = pData->curDifficultySettings.iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings = pData->curDifficultySettings.bRadioSightings;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bRadioSightings2 = pData->curDifficultySettings.bRadioSightings2;
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zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY;
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zDeffSetting[pData->curDifficultySettings.uiIndex].NewDifficualtySetingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY;
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zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsAIM_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY;
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zDiffSetting[pData->curDifficultySettings.uiIndex].NewDifficultySettingsBASE_DIFFICULTY = pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY;
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zDeffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bEnemyMoraleWorried = pData->curDifficultySettings.bEnemyMoraleWorried;
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}
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else
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{
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wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szDeffName, pData->curDifficultySettings.szDeffName);
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wcscpy(zDeffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
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wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szDiffName, pData->curDifficultySettings.szDiffName);
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wcscpy(zDiffSetting[pData->curDifficultySettings.uiIndex].szConfirmText, pData->curDifficultySettings.szConfirmText);
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}
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}
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@@ -239,8 +239,8 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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{
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pData->curElement = ELEMENT;
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MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDeffName, sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) );
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pData->curDifficultySettings.szDeffName[sizeof(pData->curDifficultySettings.szDeffName)/sizeof(pData->curDifficultySettings.szDeffName[0]) - 1] = '\0';
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MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curDifficultySettings.szDiffName, sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[0]) );
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pData->curDifficultySettings.szDiffName[sizeof(pData->curDifficultySettings.szDiffName)/sizeof(pData->curDifficultySettings.szDiffName[0]) - 1] = '\0';
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}
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else if(strcmp(name, "ConfirmText") == 0 )
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{
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@@ -515,12 +515,12 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "CthConstantsAimDifficulty") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.NewDifficualtySetingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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pData->curDifficultySettings.NewDifficultySettingsAIM_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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}
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else if(strcmp(name, "CthConstantsBaseDifficulty") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.NewDifficualtySetingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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pData->curDifficultySettings.NewDifficultySettingsBASE_DIFFICULTY = (FLOAT) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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