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- Bug fix: This bug occured in Grumm H2. After playing two rounds of combat, the game freezes right when the END TURN button clicked. The enemy tries to reinforce H2 from several sectors simultaneously (H1 and G2), trying to put too many soldiers into H2 at the same time. As to other sectors, other people have reported the same occurance in Tixa and in Cambria G9, with the exact same symptoms.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@328 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.325" };
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INT16 zVersionLabel[256] = { L"Release v1.13.328" };
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#endif
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 DE\ja2_debug_v1.13.325_2006_07_02.exe"
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OutputFile="C:\games\Jagged Alliance 2 DE\ja2_debug_v1.13.328_2006_07_05.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.325_2006_07_02.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.328_2006_07_05.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -272,6 +272,29 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
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}
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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Assert( sSectorX >= 1 && sSectorX <= 16 );
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Assert( sSectorY >= 1 && sSectorY <= 16 );
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//Now count the number of mobile groups in the sector.
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*pubNumTroops = *pubNumElites = *pubNumAdmins = 0;
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pGroup = gpGroupList;
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while( pGroup )
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{
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if( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
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{
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*pubNumTroops += pGroup->pEnemyGroup->ubNumTroops;
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*pubNumElites += pGroup->pEnemyGroup->ubNumElites;
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*pubNumAdmins += pGroup->pEnemyGroup->ubNumAdmins;
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}
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pGroup = pGroup->next;
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}
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}
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites )
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{
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SECTORINFO *pSector;
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@@ -23,6 +23,7 @@ UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites );
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@@ -74,7 +74,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
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}
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GetNumberOfMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ), &ubNumAdmins, &ubNumTroops, &ubNumElites );
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*pubNumAdmins += ubNumAdmins;
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*pubNumTroops += ubNumTroops;
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