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-added ENABLE_ALL_WEAPON_CACHES and ENABLE_ALL_TERRORIST flags (requires new game to use)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@428 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -485,6 +485,8 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fAmmoDynamicWeight = iniReader.ReadBoolean("JA2 Gameplay Settings", "DYNAMIC_AMMO_WEIGHT", TRUE); //Pulmu
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gGameExternalOptions.fEnableCrepitus = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_CREPITUS", TRUE);
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gGameExternalOptions.fEnableAllTerrorists = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_TERRORISTS", FALSE);
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gGameExternalOptions.fEnableAllWeaponCaches = iniReader.ReadBoolean("JA2 Gameplay Settings", "ENABLE_ALL_WEAPON_CACHES", FALSE);
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}
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.427" };
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INT16 zVersionLabel[256] = { L"Release v1.13.428" };
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#endif
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@@ -1388,16 +1388,41 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic3");
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//final thing to do is choose 1 cache map out of 5 possible maps. Simply select the sector randomly,
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//set up the flags to use the alternate map, then place 8-12 regular troops there (no ai though).
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//changing MAX_STRATEGIC_TEAM_SIZE may require changes to to the defending force here.
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switch( Random( 5 ) )
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if ( !gGameExternalOptions.fEnableAllWeaponCaches )
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{
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case 0: pSector = &SectorInfo[ SEC_E11 ]; break;
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case 1: pSector = &SectorInfo[ SEC_H5 ]; break;
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case 2: pSector = &SectorInfo[ SEC_H10 ]; break;
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case 3: pSector = &SectorInfo[ SEC_J12 ]; break;
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case 4: pSector = &SectorInfo[ SEC_M9 ]; break;
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switch( Random( 5 ) )
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{
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case 0: pSector = &SectorInfo[ SEC_E11 ]; break;
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case 1: pSector = &SectorInfo[ SEC_H5 ]; break;
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case 2: pSector = &SectorInfo[ SEC_H10 ]; break;
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case 3: pSector = &SectorInfo[ SEC_J12 ]; break;
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case 4: pSector = &SectorInfo[ SEC_M9 ]; break;
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}
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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}
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else
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{
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pSector = &SectorInfo[ SEC_E11 ];
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H5 ];
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H10 ];
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_J12 ];
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_M9 ];
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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}
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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ValidateWeights( 1 );
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}
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@@ -441,13 +441,17 @@ void DecideActiveTerrorists( void )
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case DIF_LEVEL_EASY:
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uiChance = 70;
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break;
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case DIF_LEVEL_HARD:
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case DIF_LEVEL_INSANE:
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uiChance = 30;
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break;
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default:
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uiChance = 50;
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break;
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}
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if ( gGameExternalOptions.fEnableAllTerrorists )
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uiChance = 100;
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// add at least 2 more
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ubNumAdditionalTerrorists = 2;
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for (ubLoop = 0; ubLoop < (MAX_ADDITIONAL_TERRORISTS - 2); ubLoop++)
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