- 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
This commit is contained in:
Wanne
2011-10-04 11:20:54 +00:00
parent 73a7031c29
commit 6b57a9a246
2 changed files with 6 additions and 6 deletions
+3 -3
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@@ -1306,9 +1306,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.usNumKillsPerProgressPointInsane = iniReader.ReadInteger("Strategic Progress Settings","NUM_KILLS_PER_PROGRESS_POINT_INSANE", 60, 1, 1000); gGameExternalOptions.usNumKillsPerProgressPointInsane = iniReader.ReadInteger("Strategic Progress Settings","NUM_KILLS_PER_PROGRESS_POINT_INSANE", 60, 1, 1000);
//Global game events //Global game events
gGameExternalOptions.ubGameProgressStartMadlabQuest = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_START_MADLAB_QUEST",35, 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, 1, 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, 1, 100); gGameExternalOptions.ubGameProgressIggyAvaliable = iniReader.ReadInteger("Strategic Progress Settings","GAME_PROGRESS_IGGY_AVAILABLE",70, 0, 100);
//################# Strategic Event Settings ################## //################# Strategic Event Settings ##################
+3 -3
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@@ -1534,19 +1534,19 @@ void HourlyProgressUpdate(void)
// CJC: note when progress goes above certain values for the first time // CJC: note when progress goes above certain values for the first time
// at 35% start the Madlab quest // at 35% start the Madlab quest
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressStartMadlabQuest ) if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressStartMadlabQuest && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressStartMadlabQuest )
{ {
HandleScientistAWOLMeanwhileScene(); HandleScientistAWOLMeanwhileScene();
} }
// at 50% make Mike available to the strategic AI // 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 ); SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
} }
// at 70% add Iggy to the world // 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 ].sSectorX = 5;
gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C; gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;