mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +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:
+32
-158
@@ -1185,68 +1185,20 @@ void InitStrategicAI()
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dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
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}
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giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
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giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
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giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
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giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
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gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
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gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 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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giReinforcementPool = gGameExternalOptions.iReinforcementPoolNovice;
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giForcePercentage = gGameExternalOptions.iForcePercentageNovice;
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giArmyAlertness = gGameExternalOptions.ubEasyEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubEasyEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
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gubHoursGracePeriod = gGameExternalOptions.ubEasyGracePeriodInHours;
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gfUnlimitedTroops = gGameExternalOptions.gfEasyUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfEasyAggressiveQueen;
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// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance )), 0 );
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break;
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case DIF_LEVEL_MEDIUM:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolExperienced;
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giForcePercentage = gGameExternalOptions.iForcePercentageExperienced;
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giArmyAlertness = gGameExternalOptions.ubNormalEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubNormalEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
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gubHoursGracePeriod = gGameExternalOptions.ubNormalGracePeriodInHours;
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gfUnlimitedTroops = gGameExternalOptions.gfNormalUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfNormalAggressiveQueen;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance )), 0);
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break;
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case DIF_LEVEL_HARD:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolExpert;
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giForcePercentage = gGameExternalOptions.iForcePercentageExpert;
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giArmyAlertness = gGameExternalOptions.ubHardEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubHardEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
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gubHoursGracePeriod = gGameExternalOptions.ubHardGracePeriodInHours;
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gfUnlimitedTroops = gGameExternalOptions.gfHardUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfHardAggressiveQueen;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance )), 0);
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break;
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case DIF_LEVEL_INSANE:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolInsane;
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giForcePercentage = gGameExternalOptions.iForcePercentageInsane;
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giArmyAlertness = gGameExternalOptions.ubInsaneEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubInsaneEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
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gubHoursGracePeriod = gGameExternalOptions.ubInsaneGracePeriodInHours;
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gfUnlimitedTroops = gGameExternalOptions.gfInsaneUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfInsaneAggressiveQueen;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance )), 0);
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break;
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}
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*/
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giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
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giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
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giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
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giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
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gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
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gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
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//Initialize the sectorinfo structure so all sectors don't point to a garrisonID.
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for( i = 0; i <= 255; i++ )
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for( i = 0; i <= 255; ++i )
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{
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SectorInfo[ i ].ubGarrisonID = NO_GARRISON;
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}
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@@ -1271,16 +1223,16 @@ void InitStrategicAI()
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if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
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{
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for( i = 0; i < NUM_ARMY_COMPOSITIONS; i++ )
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for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i )
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{
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if ( i != OMERTA_WELCOME_WAGON )
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{
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if ( i != OMERTA_WELCOME_WAGON )
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{
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iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
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gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
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gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
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gArmyComp[ i ].bAdminPercentage = 0;
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}
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iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
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gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
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gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
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gArmyComp[ i ].bAdminPercentage = 0;
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}
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}
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}
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/*
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switch( gGameOptions.ubDifficultyLevel )
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@@ -1650,8 +1602,7 @@ void InitStrategicAI()
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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 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1670,7 +1621,6 @@ void InitStrategicAI()
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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 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1689,7 +1639,6 @@ void InitStrategicAI()
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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 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1708,7 +1657,6 @@ void InitStrategicAI()
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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 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1727,7 +1675,6 @@ void InitStrategicAI()
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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 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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//pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -3425,32 +3372,16 @@ void EvaluateQueenSituation()
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{
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dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
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}
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uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
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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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uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance ));
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break;
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case DIF_LEVEL_MEDIUM:
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uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance ));
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break;
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case DIF_LEVEL_HARD:
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uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance ));
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break;
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case DIF_LEVEL_INSANE:
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uiOffset += dEnemyGeneralsSpeedupFactor * (gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance ));
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break;
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}
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*/
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uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
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if( !giReinforcementPool )
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{ //Queen has run out of reinforcements. Simulate recruiting and training new troops
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{
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//Queen has run out of reinforcements. Simulate recruiting and training new troops
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uiOffset *= 10;
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//Madd: don't need an unlimited troops check here, since they can never run out like this
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giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
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//giReinforcementPool += ( gGameExternalOptions.guiBaseQueenPoolIncrement * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
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giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
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return;
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@@ -3711,27 +3642,6 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
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gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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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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gfUnlimitedTroops = gGameExternalOptions.gfEasyUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfEasyAggressiveQueen;
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break;
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case DIF_LEVEL_MEDIUM:
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gfUnlimitedTroops = gGameExternalOptions.gfNormalUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfNormalAggressiveQueen;
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break;
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case DIF_LEVEL_HARD:
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gfUnlimitedTroops = gGameExternalOptions.gfHardUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfHardAggressiveQueen;
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break;
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case DIF_LEVEL_INSANE:
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gfUnlimitedTroops = gGameExternalOptions.gfInsaneUnlimitedTroops;
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gfAggressiveQueen = gGameExternalOptions.gfInsaneAggressiveQueen;
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break;
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}
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*/
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6");
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FileRead( hFile, gbPadding2, 3, &uiNumBytesRead );
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@@ -5477,23 +5387,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS:
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//temporarily make the queen's forces more aware (high alert)
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gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
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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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gubNumAwareBattles = gGameExternalOptions.ubEasyNumAwareBattles;
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break;
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case DIF_LEVEL_MEDIUM:
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gubNumAwareBattles = gGameExternalOptions.ubNormalNumAwareBattles;
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break;
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case DIF_LEVEL_HARD:
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gubNumAwareBattles = gGameExternalOptions.ubHardNumAwareBattles;
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break;
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case DIF_LEVEL_INSANE:
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gubNumAwareBattles = gGameExternalOptions.ubInsaneNumAwareBattles;
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break;
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}
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*/
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break;
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default:
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@@ -5911,8 +5804,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
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if (value9 == 0) value9 = 1;
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}
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if( pSector->ubInvestigativeState >= ( 4 * value9 ) && zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector == FALSE )
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//if( pSector->ubInvestigativeState >= ( 4 * gGameOptions.ubDifficultyLevel ) && gGameOptions.ubDifficultyLevel < DIF_LEVEL_INSANE )
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if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
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{
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//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
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return;
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@@ -6470,8 +6362,7 @@ void UpgradeAdminsToTroops()
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while ( ubAdminsToCheck > 0)
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{
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// chance to upgrade at each check is random, and also dependant on the garrison's priority
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops == TRUE )
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//if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel > DIF_LEVEL_HARD ) // Madd: Always happens on Insane
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
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{
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pSector->ubNumAdmins--;
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pSector->ubNumTroops++;
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@@ -6526,8 +6417,7 @@ void UpgradeAdminsToTroops()
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while ( ubAdminsToCheck > 0)
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{
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// chance to upgrade at each check is random, and also dependant on the group's priority
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 == TRUE )
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//if ( Chance ( bPriority ) || gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD )// Madd: Always happens on Expert and Insane
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
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{
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pGroup->pEnemyGroup->ubNumAdmins--;
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pGroup->pEnemyGroup->ubNumTroops++;
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@@ -6767,23 +6657,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
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if( iPatrolID != -1 )
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{
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
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/*
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switch( gGameOptions.ubDifficultyLevel ) {
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case DIF_LEVEL_EASY:
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubEasyPatrolGracePeriodInDays) % 100);
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break;
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case DIF_LEVEL_MEDIUM:
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubNormalPatrolGracePeriodInDays) % 100);
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break;
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case DIF_LEVEL_HARD:
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubHardPatrolGracePeriodInDays) % 100);
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break;
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case DIF_LEVEL_INSANE:
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubInsanePatrolGracePeriodInDays) % 100);
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break;
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}
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*/
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
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}
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||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user