Whoops. Turn off that dang flashing bar. Also enemy units can only build to the memory limit.... As the rules are supposed to be.
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@ -143,6 +143,7 @@ void Scenario::RunAI(Resources&enemy_resources,std::vector<std::shared_ptr<Colle
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if(enemy_resources.range>0){enemy_resources.range=std::max(0,enemy_resources.range-totalCost);}else
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{enemy_resources.procedure=std::max(0,enemy_resources.procedure-totalCost);
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}
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availableMemory-=totalCost;
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}
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}
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if(!u->IsFriendly()&&u->IsPlatform()){
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@ -174,6 +175,7 @@ void Scenario::RunAI(Resources&enemy_resources,std::vector<std::shared_ptr<Colle
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if(enemy_resources.range>0){enemy_resources.range=std::max(0,enemy_resources.range-totalCost);}else
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{enemy_resources.procedure=std::max(0,enemy_resources.procedure-totalCost);
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}
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availableMemory-=totalCost;
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}
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}
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switch(flags.difficulty){
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@ -650,6 +652,7 @@ void Stage4::Update(){
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state=6;
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box.SetVisible(false);
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flags.playerInControl=true;
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flags.flashMemoryBar=false;
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}
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}break;
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case 6:{
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