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Externalizations (by Buggler)
- Queen Palace & Interrogate meanwhile stuff - Initial POW stuff in Alma - Sectors for triggering Meduna outskirts meanwhile scene - Add Iggy to location when game progress condition met - Add Rat to location after creature meanwhile scene git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6479 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1725,7 +1725,7 @@ void HourlyProgressUpdate(void)
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}
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#endif
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// at 50% make Mike available to the strategic AI
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressMikeAvailable )
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{
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if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] < 2 )
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{
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@@ -1734,22 +1734,23 @@ void HourlyProgressUpdate(void)
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}
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// at 70% add Iggy to the world
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressIggyAvaliable )
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressIggyAvaliable )
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{
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if ( gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] < 2 )
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{
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gMercProfiles[ IGGY ].sSectorX = 5;
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gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;
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gMercProfiles[ IGGY ].sSectorX = gModSettings.ubAddIggySectorX; //5
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gMercProfiles[ IGGY ].sSectorY = gModSettings.ubAddIggySectorY; //MAP_ROW_C
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gMercProfiles[ IGGY ].bSectorZ = gModSettings.ubAddIggySectorZ; //0
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}
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}
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// Flugente: on certain progress levels, the queen decides to initiate major attacks
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage1 )
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage1 )
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{
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ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_1, 0, 0 );
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}
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage2 )
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if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage2 )
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{
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ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_2, 0, 0 );
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}
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