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Use macro where appropriate for easier maintenance
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8847 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -842,7 +842,7 @@ void CheckForValidArrivalSector( )
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CHAR16 zShortTownIDString1[ 50 ];
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CHAR16 zShortTownIDString2[ 50 ];
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sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
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sSectorGridNo = CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY );
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// Check if valid...
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if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
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@@ -6844,7 +6844,7 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
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for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
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{
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// if sector is controlled by enemies, it's not ours (duh!)
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if ( StrategicMap[sX + sY * MAP_WORLD_X].fEnemyControlled )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX(sX, sY)].fEnemyControlled )
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continue;
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// only sectors where there are no ongoing battles or even enemy garrisons are valid for our cause
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@@ -749,7 +749,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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{
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// Tixa prison, once liberated, should not have any civs without profiles unless
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// they are kids
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if( !StrategicMap[ TIXA_SECTOR_X + TIXA_SECTOR_Y * MAP_WORLD_X ].fEnemyControlled && tempDetailedPlacement.ubProfile == NO_PROFILE && tempDetailedPlacement.ubBodyType != HATKIDCIV && tempDetailedPlacement.ubBodyType != KIDCIV )
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if( !StrategicMap[CALCULATE_STRATEGIC_INDEX(TIXA_SECTOR_X, TIXA_SECTOR_Y)].fEnemyControlled && tempDetailedPlacement.ubProfile == NO_PROFILE && tempDetailedPlacement.ubBodyType != HATKIDCIV && tempDetailedPlacement.ubBodyType != KIDCIV )
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{
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// not there
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return( TRUE );
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