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removed obsolete code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7464 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-47
@@ -1288,7 +1288,6 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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INT16 sChance;
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MERCPROFILESTRUCT *pProfile = &(gMercProfiles[ iProfileID ]);
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// if the player has never yet had the chance to hire this merc
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if ( !( pProfile->ubMiscFlags3 & PROFILE_MISC_FLAG3_PLAYER_HAD_CHANCE_TO_HIRE) )
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{
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@@ -1296,36 +1295,14 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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return;
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}
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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/*
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// how many in total can be killed like this depends on player's difficulty setting
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY: //Kaiden Externalized ubMaxDeaths Values
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ubMaxDeaths = gGameExternalOptions.giEasyMercDeaths;
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break;
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case DIF_LEVEL_MEDIUM:
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ubMaxDeaths = gGameExternalOptions.giExperiencedMercDeaths;
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break;
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case DIF_LEVEL_HARD:
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ubMaxDeaths = gGameExternalOptions.giExpertMercDeaths;
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break;
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case DIF_LEVEL_INSANE:
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ubMaxDeaths = gGameExternalOptions.giInsaneMercDeaths;
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break;
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default:
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Assert(FALSE);
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ubMaxDeaths = 0;
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break;
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}
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*/
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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// if we've already hit the limit in this game, skip these checks
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if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
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{
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return;
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}
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// calculate this merc's (small) chance to get killed today (out of 1000)
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sChance = 10 - pProfile->bExpLevel;
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@@ -1617,28 +1594,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
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// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
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// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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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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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointNovice;
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break;
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case DIF_LEVEL_MEDIUM:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExperienced;
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break;
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case DIF_LEVEL_HARD:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExpert;
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break;
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case DIF_LEVEL_INSANE:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointInsane;
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break;
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default:
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Assert(FALSE);
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ubKillsPerPoint = 10;
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break;
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}
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*/
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
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if (usKillsProgress > usMaxKillsProgress)
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{
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