Slight refactor
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.RA.Missions
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const int ParadropIncrement = 200;
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static readonly string[] ParadropTerrainTypes = { "Clear", "Road", "Rough", "Beach", "Ore" };
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static readonly string[] SovietParadroppers = { "e1", "e1", "e3", "e3", "e4" };
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int paradrops;
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int sovietParadrops;
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int maxSovietYaks;
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int attackAtFrame;
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@@ -174,7 +174,7 @@ namespace OpenRA.Mods.RA.Missions
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if (world.FrameNumber == ReinforcementsTicks2) { Sound.Play("reinfor1.aud"); }
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if (world.FrameNumber % 25 == 0) { SpawnAlliedUnit(Reinforcements2[currentReinforcement2++]); }
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}
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if (paradrops > 0)
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if (sovietParadrops > 0)
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{
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if (world.FrameNumber == ParadropTicks)
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{
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@@ -193,7 +193,7 @@ namespace OpenRA.Mods.RA.Missions
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}
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while (!ParadropTerrainTypes.Contains(world.GetTerrainType(lz)));
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MissionUtils.Paradrop(world, soviets, SovietParadroppers, entry, lz);
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paradrops--;
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sovietParadrops--;
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}
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}
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if (world.FrameNumber % 25 == 0)
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@@ -427,7 +427,7 @@ namespace OpenRA.Mods.RA.Missions
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minAttackAtFrame = difficulty == "Hard" || difficulty == "Normal" ? 100 : 150;
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unitsEvacuatedThreshold = difficulty == "Hard" ? 200 : difficulty == "Normal" ? 100 : 50;
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maxSovietYaks = difficulty == "Hard" ? 4 : difficulty == "Normal" ? 2 : 0;
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paradrops = difficulty == "Hard" ? 40 : difficulty == "Normal" ? 20 : 0;
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sovietParadrops = difficulty == "Hard" ? 40 : difficulty == "Normal" ? 20 : 0;
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objectives[EvacuateID].Text = objectives[EvacuateID].Text.F(unitsEvacuatedThreshold);
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