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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Update to Master
This commit is contained in:
+55
-18
@@ -1609,6 +1609,11 @@ 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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@@ -1627,6 +1632,10 @@ 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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@@ -1645,6 +1654,10 @@ 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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@@ -1663,6 +1676,10 @@ 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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@@ -1681,6 +1698,10 @@ 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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@@ -1705,25 +1726,40 @@ 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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@@ -7113,15 +7149,16 @@ void InitializeGroup( const GROUP_TYPE groupType, const UINT16 groupSize, UINT16
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tankCount++;
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}
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if ( gGameExternalOptions.fASDAssignsJeeps && ASDSoldierUpgradeToJeep( ) )
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if ( troopCount > 0 && gGameExternalOptions.fASDAssignsJeeps && ASDSoldierUpgradeToJeep( ) )
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{
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troopCount--;
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jeepCount++;
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}
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if ( gGameExternalOptions.fASDAssignsRobots && ASDSoldierUpgradeToRobot() )
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if ( troopCount > 0 && gGameExternalOptions.fASDAssignsRobots && ASDSoldierUpgradeToRobot() )
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{
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const int numRobots = 1 + Random(difficultyMod);
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// Limit amount of robots, if randomized difficulty bonus would cause us to go over the troopCount amount
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const int numRobots = min( (1 + Random(difficultyMod)), troopCount);
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troopCount -= numRobots;
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robotCount += numRobots;
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}
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