mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
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()
|
|||||||
case 1:
|
case 1:
|
||||||
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
||||||
{
|
{
|
||||||
|
// (0,0) coordinates signify a not used cache sector
|
||||||
|
if ( gModSettings.ubWeaponCache1X == 0 || gModSettings.ubWeaponCache1Y == 0 )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
||||||
@@ -1628,6 +1633,10 @@ void InitStrategicAI()
|
|||||||
case 2:
|
case 2:
|
||||||
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
||||||
{
|
{
|
||||||
|
if ( gModSettings.ubWeaponCache2X == 0 || gModSettings.ubWeaponCache2Y == 0 )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
||||||
@@ -1646,6 +1655,10 @@ void InitStrategicAI()
|
|||||||
case 3:
|
case 3:
|
||||||
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
||||||
{
|
{
|
||||||
|
if ( gModSettings.ubWeaponCache3X == 0 || gModSettings.ubWeaponCache3Y == 0 )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
||||||
@@ -1664,6 +1677,10 @@ void InitStrategicAI()
|
|||||||
case 4:
|
case 4:
|
||||||
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
||||||
{
|
{
|
||||||
|
if ( gModSettings.ubWeaponCache4X == 0 || gModSettings.ubWeaponCache4Y == 0 )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
||||||
@@ -1682,6 +1699,10 @@ void InitStrategicAI()
|
|||||||
case 5:
|
case 5:
|
||||||
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
|
||||||
{
|
{
|
||||||
|
if ( gModSettings.ubWeaponCache5X == 0 || gModSettings.ubWeaponCache5Y == 0 )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
||||||
@@ -1706,25 +1727,40 @@ void InitStrategicAI()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
if ( gModSettings.ubWeaponCache1X != 0 && gModSettings.ubWeaponCache1Y != 0 )
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
{
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y )]; //SEC_E11
|
||||||
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
|
||||||
|
}
|
||||||
|
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
|
if ( gModSettings.ubWeaponCache2X != 0 && gModSettings.ubWeaponCache2Y != 0 )
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
{
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y )]; //SEC_H5
|
||||||
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
|
||||||
|
}
|
||||||
|
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
|
if ( gModSettings.ubWeaponCache3X != 0 && gModSettings.ubWeaponCache3Y != 0 )
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
{
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y )]; //SEC_H10
|
||||||
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
|
||||||
|
}
|
||||||
|
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
|
if ( gModSettings.ubWeaponCache4X != 0 && gModSettings.ubWeaponCache4Y != 0 )
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
{
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y )]; //SEC_J12
|
||||||
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
|
||||||
|
}
|
||||||
|
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
|
if ( gModSettings.ubWeaponCache5X != 0 && gModSettings.ubWeaponCache5Y != 0 )
|
||||||
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
{
|
||||||
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y )]; //SEC_M9
|
||||||
|
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
|
||||||
|
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
|
||||||
|
|||||||
Reference in New Issue
Block a user