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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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@@ -41,6 +41,7 @@
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#include "Campaign Types.h"
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#include "Strategic Event Handler.h"
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#include "Food.h" // added by Flugente
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#include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...)
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#endif
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#ifdef JA2UB
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@@ -2403,6 +2404,34 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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sPtsAvailable = (sPtsAvailable + 5) / 10;
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usMaximumPts = (usMaximumPts + 5) / 10;
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break;
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case FORTIFICATION:
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sIconIndex_Assignment = 14;
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fDoIcon_Assignment = TRUE;
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sPtsAvailable = (INT16)(MercPtrs[pFace->ubSoldierID]->GetConstructionPoints( ));
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fShowNumber = TRUE;
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fShowMaximum = TRUE;
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{
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if ( MercPtrs[pFace->ubSoldierID]->bSectorZ )
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{
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UNDERGROUND_SECTORINFO *pSectorInfo;
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pSectorInfo = FindUnderGroundSector( MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY, MercPtrs[pFace->ubSoldierID]->bSectorZ );
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if ( pSectorInfo )
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usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
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}
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else
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{
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SECTORINFO *pSectorInfo;
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pSectorInfo = &SectorInfo[SECTOR( MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY )];
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if ( pSectorInfo )
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usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
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}
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}
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break;
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}
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// Check for being serviced...
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