Remove Soviet econ hacks and power checks in Allies 02.
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@@ -105,7 +105,6 @@ namespace OpenRA.Mods.RA.Missions
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static readonly string[] SovietVehicles2 = { "3tnk", "v2rl" };
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static readonly string[] SovietVehicles2 = { "3tnk", "v2rl" };
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const int SovietVehiclesUpgradeTicks = 1500 * 4;
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const int SovietVehiclesUpgradeTicks = 1500 * 4;
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const int SovietGroupSize = 20;
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const int SovietGroupSize = 20;
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const int SovietHelperCash = 2000;
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const int ReinforcementsTicks = 1500 * 12;
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const int ReinforcementsTicks = 1500 * 12;
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static readonly string[] Reinforcements =
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static readonly string[] Reinforcements =
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@@ -220,7 +219,6 @@ namespace OpenRA.Mods.RA.Missions
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}
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}
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if (world.FrameNumber % 25 == 0)
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if (world.FrameNumber % 25 == 0)
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{
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{
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AddSovietCashIfRequired();
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BuildSovietUnits();
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BuildSovietUnits();
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ManageSovietUnits();
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ManageSovietUnits();
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}
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}
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@@ -326,22 +324,8 @@ namespace OpenRA.Mods.RA.Missions
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}
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}
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}
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}
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void AddSovietCashIfRequired()
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{
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var resources = soviets.PlayerActor.Trait<PlayerResources>();
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if (resources.Cash < SovietHelperCash)
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{
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resources.GiveCash(SovietHelperCash);
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}
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}
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void BuildSovietUnits()
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void BuildSovietUnits()
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{
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{
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var powerManager = soviets.PlayerActor.Trait<PowerManager>();
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if (powerManager.ExcessPower < 0)
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{
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return;
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}
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if (!sovietBarracks.Destroyed)
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if (!sovietBarracks.Destroyed)
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{
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{
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BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
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BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
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