From 6b57a9a246b993070a8efc2c42060cf054e0b8a6 Mon Sep 17 00:00:00 2001 From: Wanne Date: Tue, 4 Oct 2011 11:20:54 +0000 Subject: [PATCH] - Bugfix: GAME_PROGRESS_START_MADLAB_QUEST, GAME_PROGRESS_MIKE_AVAILABLE, GAME_PROGRESS_IGGY_AVAILABLE can now be set to 0 instead of minimum 1, like it is mentioned in the ja2_options.ini comment git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4679 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- GameSettings.cpp | 6 +++--- Tactical/Campaign.cpp | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/GameSettings.cpp b/GameSettings.cpp index 9f13da2d7..f39816039 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -1306,9 +1306,9 @@ void LoadGameExternalOptions() gGameExternalOptions.usNumKillsPerProgressPointInsane = iniReader.ReadInteger("Strategic Progress Settings","NUM_KILLS_PER_PROGRESS_POINT_INSANE", 60, 1, 1000); //Global game events - gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_START_MADLAB_QUEST",35, 1, 100); - gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MIKE_AVAILABLE",50, 1, 100); - gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_IGGY_AVAILABLE",70, 1, 100); + gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_START_MADLAB_QUEST",35, 0, 100); + gGameExternalOptions.ubGameProgressMikeAvailable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_MIKE_AVAILABLE",50, 0, 100); + gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_IGGY_AVAILABLE",70, 0, 100); //################# Strategic Event Settings ################## diff --git a/Tactical/Campaign.cpp b/Tactical/Campaign.cpp index 7074ccc4d..ca637dbe5 100644 --- a/Tactical/Campaign.cpp +++ b/Tactical/Campaign.cpp @@ -1534,19 +1534,19 @@ void HourlyProgressUpdate(void) // CJC: note when progress goes above certain values for the first time // at 35% start the Madlab quest - if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressStartMadlabQuest ) + if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressStartMadlabQuest ) { HandleScientistAWOLMeanwhileScene(); } // at 50% make Mike available to the strategic AI - if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressMikeAvailable ) + if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable ) { SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY ); } // at 70% add Iggy to the world - if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressIggyAvaliable ) + if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressIggyAvaliable ) { gMercProfiles[ IGGY ].sSectorX = 5; gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;