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Difficulty setting AlwaysUpGradeAdminsToTroopsProgress forces admin upgrade to troops once enough player progress is reached.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8051 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -95,6 +95,7 @@ DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *na
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strcmp(name, "WeaponCacheTroops5") == 0 ||
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strcmp(name, "UpgradeAdminsToTroops") == 0 ||
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strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0 ||
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strcmp(name, "AlwaysUpGradeAdminsToTroopsProgress" ) == 0 ||
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strcmp(name, "QueenAttackLosingControlOfSector") == 0 ||
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strcmp(name, "BloodcatAmbushSectors") == 0 ||
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strcmp(name, "AirRaidLookForDive") == 0 ||
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@@ -202,7 +203,8 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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zDiffSetting[pData->curDifficultySettings.uiIndex].iWeaponCacheTroops5 = pData->curDifficultySettings.iWeaponCacheTroops5;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops = pData->curDifficultySettings.bUpgradeAdminsToTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeAdminsToTroops2 = pData->curDifficultySettings.bUpgradeAdminsToTroops2;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUpgradeGarrisonsAdminsToTroops = pData->curDifficultySettings.bUpgradeGarrisonsAdminsToTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].usAlwaysUpGradeAdminsToTroopsProgress = pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bQueenLosingControlOfSector = pData->curDifficultySettings.bQueenLosingControlOfSector;
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@@ -470,13 +472,19 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "UpgradeAdminsToTroops") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.bUpgradeAdminsToTroops2 = (BOOLEAN) atol(pData->szCharData);
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pData->curDifficultySettings.bUpgradeAdminsToTroops = (BOOLEAN) atol(pData->szCharData);
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}
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else if(strcmp(name, "UpgradeGarrisonsAdminsToTroops") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.bUpgradeAdminsToTroops = (BOOLEAN) atol(pData->szCharData);
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}
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pData->curDifficultySettings.bUpgradeGarrisonsAdminsToTroops = (BOOLEAN)atol( pData->szCharData );
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}
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else if ( strcmp( name, "AlwaysUpGradeAdminsToTroopsProgress" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress = (UINT8)atol( pData->szCharData );
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pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress = min( pData->curDifficultySettings.usAlwaysUpGradeAdminsToTroopsProgress, 100 );
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}
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else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0)
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{
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pData->curElement = ELEMENT;
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