diff --git a/Tactical/Tactical Turns.cpp b/Tactical/Tactical Turns.cpp index 57f89090..6421a8c4 100644 --- a/Tactical/Tactical Turns.cpp +++ b/Tactical/Tactical Turns.cpp @@ -175,12 +175,14 @@ void HandleTacticalEndTurn( ) // decay AI warning values from corpses DecayRottingCorpseAIWarnings(); - ((gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gTacticalStatus.Team[MILITIA_TEAM].bTeamActive) ? (guiTurnCnt++) : (guiTurnCnt = 0));//dnl ch68 090913 - //Check for enemy pooling (add enemies if there happens to be more than the max in the - //current battle. If one or more slots have freed up, we can add them now. - AddPossiblePendingEnemiesToBattle(); - - AddPossiblePendingMilitiaToBattle(); + if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913 + { + ((gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gTacticalStatus.Team[MILITIA_TEAM].bTeamActive) ? (guiTurnCnt++) : (guiTurnCnt = 0)); + //Check for enemy pooling (add enemies if there happens to be more than the max in the + //current battle. If one or more slots have freed up, we can add them now. + AddPossiblePendingEnemiesToBattle(); + AddPossiblePendingMilitiaToBattle(); + } // Loop through each active team and decay public opplist... // May want this done every few times too diff --git a/Tactical/TeamTurns.cpp b/Tactical/TeamTurns.cpp index 9322c584..e7863cc0 100644 --- a/Tactical/TeamTurns.cpp +++ b/Tactical/TeamTurns.cpp @@ -325,18 +325,15 @@ void EndTurn( UINT8 ubNextTeam ) } else { - guiTurnCnt++;//dnl ch68 080913 - // Flugente: I'm not really sure why we check here for gGameExternalOptions.ubReinforcementsFirstTurnFreeze, shouldn't that be a check for ALLOW_REINFORCEMENTS? - // as this inhibits reinforcements during turnbased-mode, I'll check for that instead - // HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs. - //if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2) - if ( gGameExternalOptions.gfAllowReinforcements ) + if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913 agree with Flugente, put all under one condition { + guiTurnCnt++; + // Flugente: I'm not really sure why we check here for gGameExternalOptions.ubReinforcementsFirstTurnFreeze, shouldn't that be a check for ALLOW_REINFORCEMENTS? + // as this inhibits reinforcements during turnbased-mode, I'll check for that instead + // HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs. + //if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2) AddPossiblePendingEnemiesToBattle(); - } - //if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3) - if ( gGameExternalOptions.gfAllowReinforcements ) - { + //if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3) AddPossiblePendingMilitiaToBattle(); }