Adjust Allies 03 difficulties
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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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const int ParadropIncrement = 200;
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static readonly string[] ParadropTerrainTypes = { "Clear", "Road", "Rough", "Beach", "Ore" };
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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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static readonly string[] SovietParadroppers = { "e1", "e1", "e3", "e3", "e4" };
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int paradrops = 20;
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int paradrops;
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int maxSovietYaks;
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int maxSovietYaks;
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int attackAtFrame;
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int attackAtFrame;
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@@ -174,13 +174,13 @@ namespace OpenRA.Mods.RA.Missions
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if (world.FrameNumber == ReinforcementsTicks2) { Sound.Play("reinfor1.aud"); }
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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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if (world.FrameNumber % 25 == 0) { SpawnAlliedUnit(Reinforcements2[currentReinforcement2++]); }
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}
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}
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if (difficulty != "Easy")
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if (paradrops > 0)
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{
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{
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if (world.FrameNumber == ParadropTicks)
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if (world.FrameNumber == ParadropTicks)
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{
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{
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Sound.Play("sovfapp1.aud");
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Sound.Play("sovfapp1.aud");
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}
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}
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if (world.FrameNumber >= ParadropTicks && paradrops > 0 && world.FrameNumber % ParadropIncrement == 0)
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if (world.FrameNumber >= ParadropTicks && world.FrameNumber % ParadropIncrement == 0)
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{
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{
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CPos lz;
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CPos lz;
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CPos entry;
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CPos entry;
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@@ -412,27 +412,25 @@ namespace OpenRA.Mods.RA.Missions
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public void WorldLoaded(World w)
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public void WorldLoaded(World w)
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{
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{
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world = w;
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world = w;
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difficulty = w.LobbyInfo.GlobalSettings.Difficulty;
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difficulty = w.LobbyInfo.GlobalSettings.Difficulty;
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Game.Debug("{0} difficulty selected".F(difficulty));
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Game.Debug("{0} difficulty selected".F(difficulty));
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
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allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
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if (allies2 != null)
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if (allies2 == null)
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{
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attackAtFrame = 500;
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attackAtFrameIncrement = 500;
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minAttackAtFrame = difficulty == "Hard" ? 50 : 100;
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unitsEvacuatedThreshold = difficulty == "Hard" ? 200 : 100;
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}
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else
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{
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{
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allies2 = allies1;
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allies2 = allies1;
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attackAtFrame = 600;
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attackAtFrameIncrement = 600;
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minAttackAtFrame = difficulty == "Hard" ? 100 : 200;
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unitsEvacuatedThreshold = difficulty == "Hard" ? 100 : 50;
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}
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}
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attackAtFrame = attackAtFrameIncrement = difficulty == "Hard" || difficulty == "Normal" ? 500 : 600;
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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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maxSovietYaks = difficulty == "Hard" ? 4 : difficulty == "Normal" ? 2 : 0;
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paradrops = difficulty == "Hard" ? 40 : difficulty == "Normal" ? 20 : 0;
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objectives[EvacuateID].Text = objectives[EvacuateID].Text.F(unitsEvacuatedThreshold);
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objectives[EvacuateID].Text = objectives[EvacuateID].Text.F(unitsEvacuatedThreshold);
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allies = w.Players.Single(p => p.InternalName == "Allies");
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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