fix updating endless difficulty
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6857f68fb4
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@ -299,6 +299,10 @@ private function UpdateEndlessDifficulty()
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return;
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return;
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}
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}
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// KFGIE.ResetDifficulty() does not reset ModifiedDifficulty, so do it manually
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KFGRI.SetModifiedGameDifficulty(0);
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KFGI.GameDifficultyModifier = 0;
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//Reflects the difficulty update in KFGameInfo_Endless.SetWave.
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//Reflects the difficulty update in KFGameInfo_Endless.SetWave.
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KFGIE.bIsInHoePlus = false;
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KFGIE.bIsInHoePlus = false;
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KFGIE.ResetDifficulty();
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KFGIE.ResetDifficulty();
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@ -306,7 +310,7 @@ private function UpdateEndlessDifficulty()
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KFGIE.UpdateGameSettings();
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KFGIE.UpdateGameSettings();
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//Don't bother iterating for i=0-4, no difficulty increment can occur.
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//Don't bother iterating for i=0-4, no difficulty increment can occur.
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for (i = 5; i < KFGIE.WaveNum; ++i)
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for (i = 5; i <= KFGIE.WaveNum; ++i)
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{
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{
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//Simulate the death of a boss. The difficulty is incremented after each boss round.
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//Simulate the death of a boss. The difficulty is incremented after each boss round.
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if (i % 5 == 0)
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if (i % 5 == 0)
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@ -318,6 +322,8 @@ private function UpdateEndlessDifficulty()
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//We do this after the simulation of a boss death so that bIsInHoePlus can be set first.
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//We do this after the simulation of a boss death so that bIsInHoePlus can be set first.
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KFGIE.HellOnEarthPlusRoundIncrement();
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KFGIE.HellOnEarthPlusRoundIncrement();
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}
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}
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`Log_Debug("Updated difficulty (Game + Modifier):" @ String(KFGRI.GameDifficulty) @ "+" @ String(KFGRI.GameDifficultyModifier));
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}
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}
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/** Checks whether we should force the initial trader, regardless of the config/command value. */
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/** Checks whether we should force the initial trader, regardless of the config/command value. */
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@ -452,7 +458,9 @@ private function StartWaveTimer()
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//incremented by 1.
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//incremented by 1.
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KFGIS.WaveNum = StartWave - 1;
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KFGIS.WaveNum = StartWave - 1;
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`Log_Debug("WaveNum set to:" @ KFGIS.WaveNum);
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UpdateEndlessDifficulty();
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`Log_Info("WaveNum set to:" @ KFGIS.WaveNum);
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if (bStartWithTrader)
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if (bStartWithTrader)
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{
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{
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