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- New feature: sector fortification allows to construct structures in sectors in a much easier way than by using amerc to build 'by hand'. Fortification nodes are in a subfolder in Profiles and can easily be altered and exchanged, even in an ongoing game.
Fully savegame compatible. GameDir >= r2296 is recommended, but not required. - Cleaned up cover display functions. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -522,10 +522,13 @@ typedef struct SECTORINFO
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UINT16 usInfected; // how many people (civilians + enemy + militia) are infected in this sector? Does NOT count our mercs
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FLOAT fInfectionSeverity; // mean infection rate of those infected (percentage)
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UINT8 usDiseaseDoctoringDelay; // AI doctoring in this sector is delayed due to player interference
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UINT8 usInfectionFlag;
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UINT8 usInfectionFlag;
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// Flugente: fortification
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FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
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FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
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INT8 bPadding[ 12 ];
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INT8 bPadding[ 4 ];
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}SECTORINFO;
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@@ -567,7 +570,11 @@ typedef struct UNDERGROUND_SECTORINFO
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UINT8 ubNumTanks;
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UINT8 ubTanksInBattle;
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INT8 bPadding[26];
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// Flugente: fortification
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FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
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FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
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INT8 bPadding[16];
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//no padding left!
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}UNDERGROUND_SECTORINFO;
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