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- Fixed Tixa problem: When playing Realistic you could go down to underground level where crepitus are
o When loading such a buggy savegame, we will fix it automatically - Simplified (reworked) IF-conditions with crepitus - new define in luaglobal.h: LUA_GAME_INIT_NEW_GAME, LUA_GAME_INIT_NPCS. o So we can select if we want to use lua script (GameInit.lua) or the hardcoded JA2 stuff git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4475 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -965,9 +965,15 @@ void CreatureAttackTown( UINT8 ubSectorID, BOOLEAN fOverrideTest )
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//Called by campaign init.
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void ChooseCreatureQuestStartDay()
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{
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if (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus)
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return;
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/*
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// INT32 iRandom, iDay;
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
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return; //only available in science fiction mode.
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*/
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//Post the event. Once it becomes due, it will setup the queen monster's location, and
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//begin spreading and attacking towns from there.
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switch( gGameOptions.ubDifficultyLevel )
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@@ -1435,8 +1441,15 @@ void CheckConditionsForTriggeringCreatureQuest( INT16 sSectorX, INT16 sSectorY,
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// move to Scripts/StrategicTownLoyalty.lua
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UINT8 ubValidMines = 0;
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if (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus)
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return;
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/*
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if( !(gGameOptions.ubGameStyle == STYLE_SCIFI) || !gGameExternalOptions.fEnableCrepitus)
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return; //No scifi, no creatures...
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*/
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if( giLairID )
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return; //Creature quest already begun
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