September 16th patch update
DLL version incremented Beacon functionality added Support for loading screen match preview display Placeholder handling of new key-bindable mod commands
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e37e174be1
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fd05be35c1
68 changed files with 1313 additions and 267 deletions
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@ -319,6 +319,14 @@ Theme.Stop();
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return(false);
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}
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/* Swap Lt. Blue and Blue color remaps in skirmish/multiplayer */
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if (Session.Type != GAME_NORMAL) {
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RemapControlType temp;
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memcpy(&temp, &ColorRemaps[PCOLOR_LTBLUE], sizeof(RemapControlType));
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memcpy(&ColorRemaps[PCOLOR_LTBLUE], &ColorRemaps[PCOLOR_BLUE], sizeof(RemapControlType));
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memcpy(&ColorRemaps[PCOLOR_BLUE], &temp, sizeof(RemapControlType));
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}
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/*
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** Play the winning movie and then start the next scenario.
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*/
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@ -2293,11 +2301,15 @@ bool Read_Scenario_INI(char * fname, bool )
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Rule.Difficulty(ini);
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/*
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** Fix a legacy bug with England and France country bonuses
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** - Fix a legacy bug with England and France country bonuses.
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** - Use ore growth and spread values from the special settings.
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*/
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if (Session.Type != GAME_NORMAL) {
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HouseTypeClass::As_Reference(HOUSE_ENGLAND).ArmorBias = fixed(9, 10);
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HouseTypeClass::As_Reference(HOUSE_FRANCE).ROFBias = fixed(9, 10);
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Rule.IsTGrowth = Special.IsTGrowth;
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Rule.IsTSpread = Special.IsTSpread;
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}
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/*
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@ -2477,6 +2489,7 @@ bool Read_Scenario_INI(char * fname, bool )
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** Blue Lakes multiplayer map cell 11937 - LAND_RIVER
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** USSR mission 13 - fixup trigger action
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** Allied mission 5B - fail mission if spy re-boards the transport at mission start
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** Allied mission 8A - Germany is allied with Greece and itself
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** Allied mission 9A - fail mission if tech center is destroyed before being spied
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** Aftermath: Brother in Arms - have transports move to separate waypoints
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** Aftermath: Let's Make a Steal - Make the pillboxes un-capturable
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@ -2525,6 +2538,17 @@ bool Read_Scenario_INI(char * fname, bool )
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frc1_trigger->Action1.Trigger = los3_trigger;
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}
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if (_stricmp(Scen.ScenarioName, "scg08ea.ini") == 0) {
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for (int house = HOUSE_FIRST; house < HOUSE_COUNT; ++house) {
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HouseClass* ptr = Houses.Ptr(house);
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if (ptr != NULL && ptr->IsActive) {
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if (ptr->Class->House == HOUSE_GREECE || ptr->Class->House == HOUSE_GERMANY) {
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ptr->Make_Ally(HOUSE_GERMANY);
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}
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}
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}
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}
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if (_stricmp(Scen.ScenarioName, "scg09ea.ini") == 0) {
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TriggerTypeClass* spyd_trigger = TriggerTypeClass::From_Name("Spyd");
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assert(spyd_trigger != NULL);
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@ -3202,6 +3226,7 @@ static void Create_Units(bool official)
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if (numtaken == 0) {
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int pick = Random_Pick(0, num_waypts-1);
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centroid = waypts[pick];
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hptr->StartLocationOverride = pick;
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taken[pick] = true;
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numtaken++;
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} else {
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@ -3251,6 +3276,7 @@ static void Create_Units(bool official)
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** Assign this best position to the house.
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*/
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centroid = waypts[best];
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hptr->StartLocationOverride = best;
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taken[best] = true;
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numtaken++;
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}
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