Removed campaign % trophies: redundant.
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f2ade94073
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@ -7,58 +7,10 @@
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},
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},
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{
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{
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"id" : "CAMPAIGN_1",
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"id" : "CAMPAIGN_1",
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"title" : "2nd Lieutenant",
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"title" : "Gentle start",
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"description" : "Complete a campaign mission",
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"description" : "Complete a campaign mission",
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"value" : "TROPHY_BRONZE"
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"value" : "TROPHY_BRONZE"
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},
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},
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{
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"id" : "_CAMPAIGN_10",
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"title" : "1st Lieutenant",
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"description" : "Complete 10%% of all missions",
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"value" : "TROPHY_BRONZE"
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},
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{
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"id" : "_CAMPAIGN_20",
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"title" : "Lieutenant Commander",
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"description" : "Complete 20%% of all missions",
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"value" : "TROPHY_BRONZE"
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},
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{
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"id" : "_CAMPAIGN_40",
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"title" : "Commander",
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"description" : "Complete 40%% of all missions",
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"value" : "TROPHY_BRONZE"
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},
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{
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"id" : "_CAMPAIGN_50",
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"title" : "Captain",
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"description" : "Complete 50%% of all missions",
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"value" : "TROPHY_SILVER"
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},
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{
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"id" : "_CAMPAIGN_60",
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"title" : "Commodore",
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"description" : "Complete 60%% of all missions",
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"value" : "TROPHY_SILVER"
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},
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{
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"id" : "_CAMPAIGN_80",
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"title" : "Rear Admiral",
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"description" : "Complete 80%% of all missions",
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"value" : "TROPHY_SILVER"
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},
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{
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"id" : "_CAMPAIGN_90",
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"title" : "Admiral",
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"description" : "Complete 90%% of all missions",
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"value" : "TROPHY_GOLD"
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},
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{
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"id" : "_CAMPAIGN_100",
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"title" : "Fleet Admiral",
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"description" : "Complete all campaign missions",
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"value" : "TROPHY_GOLD"
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},
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{
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{
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"id" : "CAMPAIGN_SOL",
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"id" : "CAMPAIGN_SOL",
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"title" : "Ready for duty",
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"title" : "Ready for duty",
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@ -403,7 +403,7 @@ void awardCampaignTrophies(void)
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{
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{
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char trophyId[MAX_NAME_LENGTH];
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char trophyId[MAX_NAME_LENGTH];
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char name[MAX_NAME_LENGTH];
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char name[MAX_NAME_LENGTH];
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int completed, i, len;
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int i, len;
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StarSystem *starSystem;
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StarSystem *starSystem;
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if (game.completedMissions)
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if (game.completedMissions)
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@ -411,11 +411,6 @@ void awardCampaignTrophies(void)
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awardTrophy("CAMPAIGN_1");
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awardTrophy("CAMPAIGN_1");
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}
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}
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/* check % of missions completed - 10% increments*/
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completed = (getPercent(game.completedMissions, game.totalMissions) / 10) * 10;
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sprintf(trophyId, "CAMPAIGN_%d", completed);
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awardTrophy(trophyId);
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/* check if all star system missions are completed */
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/* check if all star system missions are completed */
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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{
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