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Original file line number Diff line number Diff line change
Expand Up @@ -412,11 +412,10 @@ simulated function StartLadder(int LadderIndex, int DifficultySelection, bool Na
local XComGameStateHistory History;
local XComGameState_CampaignSettings CurrentCampaign;
local XComGameState_LadderProgress LadderData;
// Issue #307 Commenting out now unused variables to remove warnings
//local int SoldierIndex;
//local XComGameState_Unit GameUnit;
//local XComGameState_HeadquartersXCom XComHQ;
//local StateObjectReference UnitStateRef;
local int SoldierIndex;
local XComGameState_Unit GameUnit;
local XComGameState_HeadquartersXCom XComHQ;
local StateObjectReference UnitStateRef;

History = class'XComGameStateHistory'.static.GetGameStateHistory();

Expand All @@ -437,26 +436,29 @@ simulated function StartLadder(int LadderIndex, int DifficultySelection, bool Na
// starting an existing ladder from scratch
//XComCheatManager(GetALocalPlayerController().CheatManager).StartLadder(LadderIndex, DifficultySelection);

//XComHQ = XComGameState_HeadquartersXCom(History.GetSingleGameStateObjectForClass(class'XComGameState_HeadquartersXCom'));

LadderData = XComGameState_LadderProgress(History.GetSingleGameStateObjectForClass(class'XComGameState_LadderProgress'));
//Mr. Nice #307: As Hacky as this looks, it does the Right Thing. It combines StartLadder() above
// with the commented out code below, plus setting up the squad respecting config settings etc.
LadderData.LadderRung--;
LadderData.ProceedToNextRung();
LadderData = XComGameState_LadderProgress(History.GetSingleGameStateObjectForClass(class'XComGameState_LadderProgress'));
ConsoleCommand( LadderData.ProgressCommand );
//SoldierIndex = 0;
//foreach XComHQ.Squad(UnitStateRef)
//{

// Start Issue #1531 - re-add localization
XComHQ = XComGameState_HeadquartersXCom(History.GetSingleGameStateObjectForClass(class'XComGameState_HeadquartersXCom'));
SoldierIndex = 0;
foreach XComHQ.Squad(UnitStateRef)
{
// pull the unit from the archives, and add it to the start state
//GameUnit = XComGameState_Unit(History.GetGameStateForObjectID(UnitStateRef.ObjectID));
GameUnit = XComGameState_Unit(History.GetGameStateForObjectID(UnitStateRef.ObjectID));

//if(LadderIndex <= 4)
//class'XComGameState_LadderProgress'.static.LocalizeUnitName(GameUnit, SoldierIndex, LadderIndex);
if(LadderIndex <= 4)
class'XComGameState_LadderProgress'.static.LocalizeUnitName(GameUnit, SoldierIndex, LadderIndex);

//++SoldierIndex;
//}
++SoldierIndex;
}
// End Issue #1531

LadderData = XComGameState_LadderProgress(History.GetSingleGameStateObjectForClass(class'XComGameState_LadderProgress'));
ConsoleCommand( LadderData.ProgressCommand );
// End Issue #307

CurrentCampaign = XComGameState_CampaignSettings(History.GetSingleGameStateObjectForClass(class'XComGameState_CampaignSettings'));
Expand Down