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[VanillaRA] Aftermath units in Skirmish mode are always disabled #926

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Gerwin2k opened this issue May 24, 2023 · 1 comment
Open

[VanillaRA] Aftermath units in Skirmish mode are always disabled #926

Gerwin2k opened this issue May 24, 2023 · 1 comment

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@Gerwin2k
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Gerwin2k commented May 24, 2023

Being unsure of it being an issue or my limited knowledge, I started it as a discussion here:
#923
But my conclusion is, that this is indeed an "issue".

My testing shows that this bit of code prevents NewUnitsEnabled to remain at 1.
scenario.cpp, line 2636:

#ifdef FIXIT_CSII //	checked - ajw 9/28/98 - Added runtime check.
    if (Is_Aftermath_Installed()) {
        if (Session.Type == GAME_SKIRMISH || Session.Type == GAME_GLYPHX_MULTIPLAYER) {
            bAftermathMultiplayer = NewUnitsEnabled = OverrideNewUnitsEnabled;
        }
    }
#endif

In globals.cpp there is this:
OverrideNewUnitsEnabled = false; // ST - 12/13/2019 12:21PM
and it seems only the remaster dllinterface.cpp has the code to make it become "true". While the non-remaster build has no such means. Non-remaster builds should not use "OverrideNewUnitsEnabled" there, in scenario.cpp.

@Gerwin2k
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Gerwin2k commented May 24, 2023

Made a local VanillaRA build with this adjusted code (scenario.cpp, line 2636):

#ifdef FIXIT_CSII //	checked - ajw 9/28/98 - Added runtime check.
    if (Is_Aftermath_Installed()) {
        if (Session.Type == GAME_SKIRMISH || Session.Type == GAME_GLYPHX_MULTIPLAYER) {
#ifdef REMASTER_BUILD
			bAftermathMultiplayer = NewUnitsEnabled = OverrideNewUnitsEnabled;
#else
			bAftermathMultiplayer = NewUnitsEnabled; 
#endif
        }
    }
#endif

Now I can toggle the Skirmish game Aftermath-unit availability from within the "Aftrmath.ini" file:

[Aftermath]
NewUnitsEnabled=1

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