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Use (0,0) sector coordinates as unused cache
Makes the comment in Mod_Settings.ini valid advice
This commit is contained in:
+51
-15
@@ -1610,6 +1610,11 @@ void InitStrategicAI()
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case 1:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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// (0,0) coordinates signify a not used cache sector
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if ( gModSettings.ubWeaponCache1X == 0 || gModSettings.ubWeaponCache1Y == 0 )
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{
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break;
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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@@ -1628,6 +1633,10 @@ void InitStrategicAI()
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case 2:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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if ( gModSettings.ubWeaponCache2X == 0 || gModSettings.ubWeaponCache2Y == 0 )
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{
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break;
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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@@ -1646,6 +1655,10 @@ void InitStrategicAI()
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case 3:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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if ( gModSettings.ubWeaponCache3X == 0 || gModSettings.ubWeaponCache3Y == 0 )
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{
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break;
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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@@ -1664,6 +1677,10 @@ void InitStrategicAI()
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case 4:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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if ( gModSettings.ubWeaponCache4X == 0 || gModSettings.ubWeaponCache4Y == 0 )
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{
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break;
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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@@ -1682,6 +1699,10 @@ void InitStrategicAI()
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case 5:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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if ( gModSettings.ubWeaponCache5X == 0 || gModSettings.ubWeaponCache5Y == 0 )
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{
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break;
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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@@ -1706,25 +1727,40 @@ void InitStrategicAI()
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}
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else
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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if ( gModSettings.ubWeaponCache1X != 0 && gModSettings.ubWeaponCache1Y != 0 )
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{
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pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y )]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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if ( gModSettings.ubWeaponCache2X != 0 && gModSettings.ubWeaponCache2Y != 0 )
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{
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pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y )]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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if ( gModSettings.ubWeaponCache3X != 0 && gModSettings.ubWeaponCache3Y != 0 )
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{
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pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y )]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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if ( gModSettings.ubWeaponCache4X != 0 && gModSettings.ubWeaponCache4Y != 0 )
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{
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pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y )]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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}
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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if ( gModSettings.ubWeaponCache5X != 0 && gModSettings.ubWeaponCache5Y != 0 )
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{
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pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y )]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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}
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/*
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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