I've looked further into the SetTornado function. SirBomber found out some things already. I've just completed it, that's all
static void __fastcall SetTornado(int xStart, int yStart, int duration, int xEnd, int yEnd, int boolImmediate);
The 3 new params are: - xEnd, yEnd : the endpoint of the Tornado (if duration is set high enough, of course). The path will still be randomized, but the tornado will move towards the endpoint. Once the tornado has reached the end-point, it will randomly move around that point.
- boolImmediate : when set to 1, the tornado will appear immediatly, while setting it to 0 the early-warning system has a chance to alert players. This value is probably only added because of the demo 1 and should be set to 0 in normal missions to ensure the player can use early-warning systems.