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https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
removed obsolete code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7464 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -348,24 +348,7 @@ void InitCreatureQuest()
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giHabitatedDistance = 0;
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giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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giPopulationModifier = EASY_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_MEDIUM:
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giPopulationModifier = NORMAL_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_HARD:
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giPopulationModifier = HARD_POPULATION_MODIFIER;
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break;
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case DIF_LEVEL_INSANE:
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giPopulationModifier = INSANE_POPULATION_MODIFIER;
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break;
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}
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*/
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//Determine which of the maps are infectible by creatures. Infectible mines
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//are those that are player controlled and unlimited. We don't want the creatures to
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//infect the mine that runs out.
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@@ -410,7 +393,7 @@ void InitCreatureQuest()
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*/
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// determine mine infectible status in initmines.lua script
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for (x = 0; x < MAX_NUMBER_OF_MINES; x++)
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for (x = 0; x < MAX_NUMBER_OF_MINES; ++x)
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{
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if( gMineStatus[ x ].fInfectible )
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{
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@@ -436,7 +419,7 @@ void InitCreatureQuest()
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//iNumMinesInfectible = fMineInfectible[0] + fMineInfectible[1] + fMineInfectible[2] + fMineInfectible[3];
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//count actual infectible sites, use min of infectible sites defined in xml and initmines.lua script in case they do not tally
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for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++)
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for (x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x)
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{
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iNumMinesInfectible += fMineInfectible[x];
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}
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@@ -455,14 +438,14 @@ void InitCreatureQuest()
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iChosenMine = 0;
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for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); x++ )
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for( x = 0; x < min( NUMBER_OF_INFECTIBLE_SITES, iNumMinesInfectibleLUA ); ++x )
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{
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if( iRandom )
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{
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iChosenMine++;
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if( fMineInfectible[x] )
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{
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iRandom--;
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--iRandom;
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}
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}
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}
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@@ -514,30 +497,9 @@ void InitCreatureQuest()
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//Now determine how often we will spread the creatures.
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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i = EASY_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, EASY_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_MEDIUM:
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i = NORMAL_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, NORMAL_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_HARD:
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i = HARD_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, HARD_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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case DIF_LEVEL_INSANE:
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i = INSANE_QUEEN_INIT_BONUS_SPREADS;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, INSANE_SPREAD_TIME_IN_MINUTES, 0 );
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break;
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}
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*/
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
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AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
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//Set things up so that the creatures can plan attacks on helpless miners and civilians while
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//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
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//during the night.
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@@ -686,8 +648,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
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void SpreadCreatures()
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{
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UINT16 usNewCreatures=0;
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if( giLairID == -1 )
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{
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DecayCreatures();
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@@ -695,25 +655,8 @@ void SpreadCreatures()
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}
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//queen just produced a litter of creature larvae. Let's do some spreading now.
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usNewCreatures = (UINT16)( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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usNewCreatures = (UINT16)(EASY_QUEEN_REPRODUCTION_BASE + Random( 1 + EASY_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_MEDIUM:
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usNewCreatures = (UINT16)(NORMAL_QUEEN_REPRODUCTION_BASE + Random( 1 + NORMAL_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_HARD:
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usNewCreatures = (UINT16)(HARD_QUEEN_REPRODUCTION_BASE + Random( 1 + HARD_QUEEN_REPRODUCTION_BONUS ));
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break;
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case DIF_LEVEL_INSANE:
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usNewCreatures = (UINT16)(INSANE_QUEEN_REPRODUCTION_BASE + Random( 1 + INSANE_QUEEN_REPRODUCTION_BONUS ));
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break;
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}
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*/
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UINT16 usNewCreatures = (UINT16)(zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
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while( usNewCreatures-- )
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{
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//Note, this function can and will fail if the population gets dense. This is a necessary
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@@ -1721,81 +1664,17 @@ BOOLEAN PrepareCreaturesForBattle()
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void CreatureNightPlanning()
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{
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//Check the populations of the mine exits, and factor a chance for them to attack at night.
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UINT8 ubNumCreatures;
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INT32 i;
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/* // externalize to xml data
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ubNumCreatures = CreaturesInUndergroundSector( SEC_H3, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_H3 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_D13, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_D13 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_I14, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), SEC_I14 );
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}
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ubNumCreatures = CreaturesInUndergroundSector( SEC_H8, 1 );
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if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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{ //10% chance for each creature to decide it's time to attack.
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 +PreRandom( 429 ), SEC_H8 );
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}
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*/
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UINT8 ubSectorID = SECTOR( gCreaturePlacements[ giLairID ].sAttackSourceX, gCreaturePlacements[ giLairID ].sAttackSourceY );
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// Attacksource B1 underground sector must be a valid creature habitat!
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ubNumCreatures = CreaturesInUndergroundSector( ubSectorID , 1 );
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UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 );
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//10% chance for each creature with difficulty modifier to decide it's time to attack.
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i = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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//10% chance for each creature with difficulty modifier to decide it's time to attack.
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if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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i = EASY_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_MEDIUM:
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i = NORMAL_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_HARD:
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i = HARD_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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case DIF_LEVEL_INSANE:
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i = INSANE_CREATURE_TOWN_AGGRESSIVENESS;
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if( ubNumCreatures > 1 && ubNumCreatures * 10 + i > (INT32)PreRandom( 100 ) )
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{
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AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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}
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break;
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}
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*/
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//if( ubNumCreatures > 1 && ubNumCreatures * 10 > (INT32)PreRandom( 100 ) )
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//{ //10% chance for each creature to decide it's time to attack.
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// AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
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//}
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}
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