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Add robots to enemy groups (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8956 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -123,15 +123,15 @@ JA25_SECTOR_AI_MANAGER gJa25StrategicAi;
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BOOLEAN AddEnemiesToInitialSectorH7();
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps );
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps, UINT8 *pubNumRobots );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, UINT8 ubNumRobots );
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void InitJa25InitialEnemiesInSector();
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void InitJa25UnderGroundSectors();
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void InitNumberOfEnemiesInAboveGroundSectors( );
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void InitNumberOfEnemiesInUnderGroundSectors( );
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, UINT8 ubNumRobots );
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void ResetJa25SectorProbabilities();
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BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
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@@ -151,8 +151,8 @@ void FixEnemyCounterInSectorBug();
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void AddEnemiesToFirstTunnelSector();
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void AddEnemiesToSecondTunnelSector();
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UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps );
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UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps );
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UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
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UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
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void RemoveAllEnemySoldierInitListLinks();
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INT16 GetGridNoEnemyWillSeekWhenAttacking( INT8 bSaiSector );
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void SetH11NumEnemiesInSector();
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@@ -174,7 +174,7 @@ BOOLEAN Ja25BetaDateToInvalidateExe();
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pNumTanks, UINT8 *pubNumJeeps )
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pNumTanks, UINT8 *pubNumJeeps, UINT8 *pubNumRobots )
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{
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SECTORINFO *pSector;
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@@ -188,6 +188,7 @@ BOOLEAN Ja25BetaDateToInvalidateExe();
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*pNumElites = pSector->ubNumElites;
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*pNumTanks = pSector->ubNumTanks;
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*pubNumJeeps = pSector->ubNumJeeps;
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*pubNumRobots = pSector->ubNumRobots;
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}
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else
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{
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@@ -201,6 +202,7 @@ BOOLEAN Ja25BetaDateToInvalidateExe();
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*pNumElites = pSector->ubNumElites;
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*pNumTanks = pSector->ubNumTanks;
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*pubNumJeeps = pSector->ubNumJeeps;
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*pubNumRobots = pSector->ubNumRobots;
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}
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}
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@@ -283,17 +285,19 @@ BOOLEAN AddEnemiesToInitialSectorH7()
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UINT8 ubNumElites;
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UINT8 ubNumTanks;
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UINT8 ubNumJeeps;
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UINT8 ubNumRobots;
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UINT8 ubNumRemovedAdmins=0;
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UINT8 ubNumRemovedTroops=0;
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UINT8 ubNumRemovedElites=0;
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UINT8 ubNumRemovedTanks=0;
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UINT8 ubNumRemovedJeeps=0;
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UINT8 ubNumRemovedRobots=0;
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ubSector = SECTOR( JA2_5_START_SECTOR_X, JA2_5_START_SECTOR_Y );
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//Get the number of enemies in the guard post sector
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GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
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GetNumberOfJA25EnemiesInSector( 8, MAP_ROW_H, 0, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
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//determine the #of enemies to travel to the initial heli sector
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if( ubNumAdmins > 1 )
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@@ -311,14 +315,17 @@ BOOLEAN AddEnemiesToInitialSectorH7()
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if( ubNumJeeps > 1 )
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ubNumRemovedJeeps = ubNumJeeps / 3 + + Random( 3 );
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if( ubNumRobots > 1 )
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ubNumRemovedRobots = ubNumRobots / 3 + + Random( 3 );
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//deduct the # that are moving from the # in the guard post sector
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// SetNumberJa25EnemiesInSurfaceSector( SEC_H8, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites) );
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SetNumberJa25EnemiesInSector( 8, MAP_ROW_H, 0, (UINT8)(ubNumAdmins-ubNumRemovedAdmins), (UINT8)(ubNumTroops-ubNumRemovedTroops), (UINT8)(ubNumElites-ubNumRemovedElites),
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(UINT8)(ubNumTanks-ubNumRemovedTanks), (UINT8)(ubNumJeeps-ubNumRemovedJeeps) );
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(UINT8)(ubNumTanks-ubNumRemovedTanks), (UINT8)(ubNumJeeps-ubNumRemovedJeeps), (UINT8)(ubNumRobots-ubNumRemovedRobots) );
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uiWorldMin = GetWorldTotalMin();
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pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks, ubNumRemovedJeeps );
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pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector+1, ubNumRemovedAdmins, ubNumRemovedTroops, ubNumRemovedElites, ubNumRemovedTanks, ubNumRemovedJeeps, ubNumRemovedRobots );
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if( pGroup == NULL )
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{
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@@ -409,24 +416,24 @@ void InitJa25UnderGroundSectors()
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*/
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}
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, UINT8 ubNumRobots )
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{
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//if its a ground level
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if( bSectorZ == 0 )
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{
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SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SECTOR( sSectorX, sSectorY ), ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//its an underground level
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else
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{
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SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInUnderGroundSector( sSectorX, sSectorY, bSectorZ, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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}
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, UINT8 ubNumRobots )
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{
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SECTORINFO* pSector = &SectorInfo[iSectorID];
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pSector->ubNumAdmins = ubNumAdmins;
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@@ -434,6 +441,7 @@ void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UI
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumJeeps = ubNumJeeps;
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pSector->ubNumRobots = ubNumRobots;
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}
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements )
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@@ -446,7 +454,7 @@ void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8
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pSector->bBloodCatPlacements = bBloodCatPlacements;
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}
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps, UINT8 ubNumRobots )
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{
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UNDERGROUND_SECTORINFO *pSector=NULL;
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@@ -459,6 +467,7 @@ void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, IN
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumJeeps = ubNumJeeps;
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pSector->ubNumRobots = ubNumRobots;
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}
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void InitNumberOfEnemiesInAboveGroundSectors( )
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@@ -468,6 +477,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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UINT8 ubNumRobots=0;
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//H7
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{
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@@ -494,7 +504,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_H7, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_H7, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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@@ -525,7 +535,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_H8, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_H8, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//Guard Post
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@@ -555,7 +565,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_H9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_H9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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// SEC_H10:
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@@ -584,7 +594,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_H10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_H10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//SEC_H11
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@@ -617,7 +627,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_I9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_I9, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//First part of town
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@@ -647,7 +657,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_I10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_I10, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//Second part of town
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@@ -677,7 +687,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_I11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_I11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//SEC_I12:
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@@ -706,7 +716,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_I12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_I12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//Abandoned mine
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@@ -736,7 +746,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_I13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_I13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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// SEC_J11:
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@@ -765,7 +775,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_J11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_J11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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// SEC_J12:
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@@ -794,7 +804,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_J12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_J12, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//Power Generator, Ground Level
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@@ -824,7 +834,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_J13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_J13, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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//Complex, Ground Level
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@@ -854,7 +864,7 @@ void InitNumberOfEnemiesInAboveGroundSectors( )
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break;
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}
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SetNumberJa25EnemiesInSurfaceSector( SEC_K15, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSurfaceSector( SEC_K15, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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}
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}
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@@ -865,6 +875,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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UINT8 ubNumElites=0;
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UINT8 ubNumTanks=0;
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UINT8 ubNumJeeps=0;
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UINT8 ubNumRobots=0;
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//Mine Sector Level 1
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switch( gGameOptions.ubDifficultyLevel )
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@@ -885,7 +896,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSector( 13, 9, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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//Power Generator Level 1
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@@ -907,7 +918,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSector( 13, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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//Tunnel First Part, Level 1
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@@ -929,7 +940,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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ubNumElites = 0 + Random( 0 );
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break;
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}
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
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SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
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//Tunnel Second Part, Level 1
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@@ -951,7 +962,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
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||||
ubNumElites = 0 + Random( 0 );
|
||||
break;
|
||||
}
|
||||
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
|
||||
|
||||
|
||||
@@ -974,7 +985,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
|
||||
ubNumElites = 6 + Random( 4 );
|
||||
break;
|
||||
}
|
||||
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 15, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
|
||||
|
||||
//Complex, Level 2, K15
|
||||
@@ -996,7 +1007,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
|
||||
ubNumElites = 10 + Random( 2 );
|
||||
break;
|
||||
}
|
||||
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 15, 11, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
|
||||
|
||||
//Complex, Level 2, L15
|
||||
@@ -1018,7 +1029,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
|
||||
ubNumElites = 14 + Random( 2 );
|
||||
break;
|
||||
}
|
||||
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 15, 12, 2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
|
||||
|
||||
//Complex, Level 3, L15
|
||||
@@ -1040,7 +1051,7 @@ void InitNumberOfEnemiesInUnderGroundSectors( )
|
||||
ubNumElites = 15 + Random( 0 );
|
||||
break;
|
||||
}
|
||||
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 15, 12, 3, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
}
|
||||
|
||||
void InitJa25SaveStruct()
|
||||
@@ -1289,7 +1300,7 @@ void HandleAddingEnemiesToTunnelMaps()
|
||||
else if( AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
|
||||
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
|
||||
{
|
||||
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL, NULL );
|
||||
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
|
||||
|
||||
//Add enemies to the first sector
|
||||
HandleAddEnemiesToSectorPlayerIsntIn( JA25_J14_1, ubNumEnemies );
|
||||
@@ -1303,7 +1314,7 @@ void HandleAddingEnemiesToTunnelMaps()
|
||||
//else if the player is in the second sector
|
||||
else if( AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
|
||||
{
|
||||
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL, NULL );
|
||||
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
|
||||
|
||||
//Add enemies to the first sector
|
||||
HandleAddEnemiesToSectorPlayerIsntIn( JA25_K14_1, ubNumEnemies );
|
||||
@@ -1334,10 +1345,11 @@ void AddEnemiesToFirstTunnelSector()
|
||||
UINT8 ubNumElites=0;
|
||||
UINT8 ubNumTanks=0;
|
||||
UINT8 ubNumJeeps=0;
|
||||
UINT8 ubNumRobots=0;
|
||||
|
||||
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
|
||||
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
|
||||
|
||||
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
}
|
||||
|
||||
void AddEnemiesToSecondTunnelSector()
|
||||
@@ -1347,18 +1359,20 @@ void AddEnemiesToSecondTunnelSector()
|
||||
UINT8 ubNumElites=0;
|
||||
UINT8 ubNumTanks=0;
|
||||
UINT8 ubNumJeeps=0;
|
||||
UINT8 ubNumRobots=0;
|
||||
|
||||
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
|
||||
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
}
|
||||
|
||||
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
|
||||
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots )
|
||||
{
|
||||
UINT8 ubNumAdmins=0;
|
||||
UINT8 ubNumTroops=0;
|
||||
UINT8 ubNumElites=0;
|
||||
UINT8 ubNumTanks=0;
|
||||
UINT8 ubNumJeeps=0;
|
||||
UINT8 ubNumRobots=0;
|
||||
|
||||
//if the player blew up the fan, add a ton of enemies to the sector
|
||||
//1st Tunnel Sector
|
||||
@@ -1396,16 +1410,20 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
|
||||
if( pJeeps )
|
||||
*pJeeps = ubNumJeeps;
|
||||
|
||||
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
|
||||
if( pRobots )
|
||||
*pRobots = ubNumRobots;
|
||||
|
||||
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps + ubNumRobots );
|
||||
}
|
||||
|
||||
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps )
|
||||
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots )
|
||||
{
|
||||
UINT8 ubNumAdmins=0;
|
||||
UINT8 ubNumTroops=0;
|
||||
UINT8 ubNumElites=0;
|
||||
UINT8 ubNumTanks=0;
|
||||
UINT8 ubNumJeeps=0;
|
||||
UINT8 ubNumRobots=0;
|
||||
|
||||
//if the player blew up the fan, add a ton of enemies to the sector
|
||||
//1st Tunnel Sector
|
||||
@@ -1439,8 +1457,10 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
|
||||
*pTanks = ubNumTanks;
|
||||
if( pJeeps )
|
||||
*pJeeps = ubNumJeeps;
|
||||
if( pRobots )
|
||||
*pRobots = ubNumRobots;
|
||||
|
||||
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps );
|
||||
return( ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks + ubNumJeeps + ubNumRobots );
|
||||
}
|
||||
|
||||
|
||||
@@ -2202,7 +2222,7 @@ BOOLEAN HandleAddEnemiesToSectorPlayerIsntIn( INT16 sSaiSector, UINT8 ubNumEnemi
|
||||
SetEnemyEncounterCode( ENEMY_INVASION_CODE );
|
||||
}
|
||||
|
||||
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0, 0 );
|
||||
SetNumberJa25EnemiesInSector( sSectorX, sSectorY, bSectorZ, 0, ubNumEnemies, 0, 0, 0, 0 );
|
||||
|
||||
SetThisSectorAsEnemyControlled( sSectorX, sSectorY, bSectorZ, FALSE );
|
||||
|
||||
@@ -2248,7 +2268,7 @@ if ( gGameUBOptions.pJA2UB == TRUE )
|
||||
|
||||
if( gJa25AiSectorStruct[ sSaiSector ].bSectorZ == 0 )
|
||||
{
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( sSector, 0, ubNumEnemies, 0, 0, 0, 0 );
|
||||
|
||||
if( sGridNo != -1 )
|
||||
{
|
||||
@@ -2841,6 +2861,7 @@ void SetH11NumEnemiesInSector()
|
||||
UINT8 ubNumElites=0;
|
||||
UINT8 ubNumTanks=0;
|
||||
UINT8 ubNumJeeps = 0;
|
||||
UINT8 ubNumRobots = 0;
|
||||
|
||||
// SEC_H11:
|
||||
{
|
||||
@@ -2868,7 +2889,7 @@ void SetH11NumEnemiesInSector()
|
||||
break;
|
||||
}
|
||||
|
||||
SetNumberJa25EnemiesInSurfaceSector( SEC_H11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps );
|
||||
SetNumberJa25EnemiesInSurfaceSector( SEC_H11, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user