From 66ba2c8fbc3bec71cef12d24e6caa99f27cefe22 Mon Sep 17 00:00:00 2001 From: rftrdev <102184004+rftrdev@users.noreply.github.com> Date: Tue, 4 Jul 2023 23:18:34 -0700 Subject: [PATCH] Fix forged group not actually spawning (#173) --- Strategic/Strategic Transport Groups.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/Strategic/Strategic Transport Groups.cpp b/Strategic/Strategic Transport Groups.cpp index 4451b5a6..f8e19dab 100644 --- a/Strategic/Strategic Transport Groups.cpp +++ b/Strategic/Strategic Transport Groups.cpp @@ -157,6 +157,22 @@ BOOLEAN ForceDeployTransportGroup(UINT8 sectorId) const UINT8 progress = min(125, HighestPlayerProgressPercentage() + recentLossCount * 5); const UINT8 difficulty = gGameOptions.ubDifficultyLevel; PopulateTransportGroup(admins, troops, elites, jeeps, tanks, robots, progress, difficulty, FALSE); + + // varying transport group quality/compositions + GROUP* pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), admins, troops, elites, robots, tanks, jeeps ); + + //Madd: unlimited reinforcements? + if ( !gfUnlimitedTroops ) + { + giReinforcementPool -= (admins + troops + elites + robots + jeeps + tanks); + + giReinforcementPool = max( giReinforcementPool, 0 ); + } + + MoveSAIGroupToSector( &pGroup, sectorId, EVASIVE, TRANSPORT ); + + pGroup->uiFlags |= GROUPFLAG_TRANSPORT_ENROUTE; + return TRUE; }