- added team-specific modifiers for AI suppression

- Fix: incorrect platoon spawning wehn initializing Cambria counter attack

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5996 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-11 21:33:28 +00:00
parent 738d31e29b
commit e8d9acba8c
4 changed files with 28 additions and 6 deletions
+13 -5
View File
@@ -4432,8 +4432,8 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubSourceSectorID = SEC_P3;
stagesector0 = SEC_M2;
stagesector1 = SEC_M3;
stagesector2 = SEC_M3;
stagesector1 = ubSourceSectorID;
stagesector2 = ubSourceSectorID;
stagesector3 = SEC_M6;
assaultsector0 = SEC_H4;
@@ -4449,11 +4449,19 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
ubSourceSectorID = SEC_P3;
stagesector0 = SEC_M6;
stagesector1 = SEC_M6;
stagesector2 = SEC_M6;
stagesector0 = ubSourceSectorID;
stagesector1 = ubSourceSectorID;
stagesector2 = ubSourceSectorID;
stagesector3 = SEC_L11;
if ( !(SectorInfo[ stagesector3 ].ubNumTroops > 0) )
{
ubSourceSectorID = SEC_N9;
if ( !(SectorInfo[ stagesector3 ].ubNumTroops > 0) )
ubSourceSectorID = ubSourceSectorID;
}
assaultsector0 = SEC_I8;
assaultsector1 = SEC_I8;
assaultsector2 = SEC_H7;