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fully externalize bQueenLosingControlOfSector
This commit is contained in:
committed by
majcosta
parent
e5d25810f6
commit
7d9cd87da8
@@ -85,7 +85,7 @@ typedef struct
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UINT8 usLevelModifierLowLimit;
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UINT8 usLevelModifierLowLimit;
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UINT8 usLevelModifierHighLimit;
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UINT8 usLevelModifierHighLimit;
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BOOLEAN bAllowUnrestrictedXPLevels;
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BOOLEAN bAllowUnrestrictedXPLevels;
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BOOLEAN bQueenLosingControlOfSector;
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UINT8 bQueenLosingControlOfSector;
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BOOLEAN bBloodcatAmbush;
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BOOLEAN bBloodcatAmbush;
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BOOLEAN bAirRaidLookForDive;
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BOOLEAN bAirRaidLookForDive;
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UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
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UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
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@@ -555,7 +555,7 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0)
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else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0)
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{
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{
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pData->curElement = ELEMENT;
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.bQueenLosingControlOfSector = (BOOLEAN) atol(pData->szCharData);
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pData->curDifficultySettings.bQueenLosingControlOfSector = atoi(pData->szCharData);
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}
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}
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else if(strcmp(name, "BloodcatAmbushSectors") == 0)
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else if(strcmp(name, "BloodcatAmbushSectors") == 0)
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{
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{
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@@ -5756,26 +5756,13 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
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else
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else
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return;
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return;
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//Madd: tweaked to increase attacks for experienced and expert to 8 and 12, and unlimited for insane
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UINT8 value9;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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value9 = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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value9 = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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value9 = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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value9 = 4;
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else
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{
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value9 = Random (4);
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if (value9 == 0) value9 = 1;
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}
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if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDiffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
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{
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{
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//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
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const auto queenStopsAttacking = zDiffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector;
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return;
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if (queenStopsAttacking != 0 && pSector->ubInvestigativeState >= queenStopsAttacking) {
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/* This is equal or higher than QueenAttackLosingControlOfSector number of times the player has conquered this sector.
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We won't pester the player with probing attacks here anymore. */
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return;
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}
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}
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}
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if( sSectorX != gWorldSectorX || sSectorY != gWorldSectorY )
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if( sSectorX != gWorldSectorX || sSectorY != gWorldSectorY )
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