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If the player has no prison and thus has to let his prisoners go, some might volunteer.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7763 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+18
-1
@@ -6709,7 +6709,7 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT32>& arSectorIDVector )
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}
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}
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return ( arSectorIDVector.size() > 0 );
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return ( !arSectorIDVector.empty() );
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}
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extern INT32 giReinforcementPool;
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@@ -6934,6 +6934,23 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ PRISONER_DECIDE_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, PrisonerMessageBoxCallBack, NULL );
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}
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// if we control no prison, we have to let them go...
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_NO_PRISONS_STR] );
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// some prisoners volunteer to work for us
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UINT16 volunteers = Random( ubNumPrisoners / 3 );
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if ( volunteers )
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{
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AddVolunteers( volunteers );
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// we add the volunteers anyway, but only show the message if this feature is on
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if ( gGameExternalOptions.fMilitiaVolunteerPool )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_TURN_VOLUNTEER], volunteers );
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}
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}
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}
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}
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