mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
New Feature: The prisoner system allows to capture enemy soldiers by using handcuffs on them. They can be transferred to a prison the player controls, and be interrogated there.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1568 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -414,6 +414,11 @@ AP_CLEANINGKIT = 80
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;***********************************************************************
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AP_DISGUISE = 80
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;***********************************************************************
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;* The APs needed to handcuff someone
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;***********************************************************************
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AP_HANDCUFF = 50
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[BPConstants]
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BP_RATIO_RED_PTS_TO_NORMAL = 100
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BP_RUN_ENERGYCOSTFACTOR = 3
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@@ -2419,6 +2419,37 @@ ENABLE_ALL_WEAPON_CACHES = FALSE
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MAP_ITEM_CHANCE_OVERRIDE = 0
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;******************************************************************************************************************************
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; Prisoner system
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;******************************************************************************************************************************
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; can you capture enemy soldiers?
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ALLOW_TAKE_PRISONERS = TRUE
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; can you offer enemies a surrender option?
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ENEMY_CAN_SURRENDER = TRUE
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; chance that released soldiers join the army again
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PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
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PRISONER_DEFECT_CHANCE = 10
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 10
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; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
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PRISONER_INFO_DETECT_CHANCE = 5
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; chance that interrogated soldiers can give info on enemy numbers
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PRISONER_INFO_NUMBER_CHANCE = 30
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; chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 10
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -48644,4 +48644,29 @@
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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<ITEM>
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<uiIndex>1625</uiIndex>
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<szItemName>Handcuffs</szItemName>
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<szLongItemName>Handcuffs</szLongItemName>
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<szItemDesc>If you want to arrest someone, it is helpful to keep them from using their hands.</szItemDesc>
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<szBRName>Handcuffs</szBRName>
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<szBRDesc>Standard police handcuffs.</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<nasLayoutClass>1</nasLayoutClass>
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<ubGraphicType>2</ubGraphicType>
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<ubGraphicNum>35</ubGraphicNum>
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<ubWeight>2</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>16</ItemSize>
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<usPrice>20</usPrice>
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<ubCoolness>2</ubCoolness>
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<Sinks>1</Sinks>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>10</BR_UsedInventory>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<ItemFlag>524288</ItemFlag>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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</ITEMLIST>
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@@ -97,6 +97,11 @@
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<FacilityType>18</FacilityType>
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<ubHidden>2</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>I13</SectorGrid>
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<FacilityType>21</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>I14</SectorGrid>
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<FacilityType>9</FacilityType>
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@@ -139,6 +144,11 @@
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<FacilityType>13</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>D5</SectorGrid>
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<FacilityType>22</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<!-- CHITZENA -->
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<FACILITY>
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@@ -161,6 +171,11 @@
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<FacilityType>11</FacilityType>
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<ubHidden>0</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>B2</SectorGrid>
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<FacilityType>22</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>D2</SectorGrid>
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<FacilityType>10</FacilityType>
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@@ -203,6 +218,11 @@
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<FacilityType>18</FacilityType>
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<ubHidden>2</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>G9</SectorGrid>
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<FacilityType>22</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>H8</SectorGrid>
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<FacilityType>11</FacilityType>
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@@ -330,6 +350,11 @@
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<FacilityType>18</FacilityType>
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<ubHidden>2</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>N7</SectorGrid>
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<FacilityType>21</FacilityType>
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<ubHidden>1</ubHidden>
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</FACILITY>
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<FACILITY>
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<SectorGrid>O3</SectorGrid>
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<FacilityType>18</FacilityType>
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@@ -52,7 +52,16 @@
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<ubIndex>3</ubIndex>
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<szFacilityName>Prison Complex</szFacilityName>
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<szFacilityShortName>Prison</szFacilityShortName>
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<ubTotalStaffLimit>0</ubTotalStaffLimit>
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<ubTotalStaffLimit>4</ubTotalStaffLimit>
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<ASSIGNMENT>
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<ubAssignmentType>INTERROGATE_PRISONERS</ubAssignmentType>
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<szTooltipText>Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information.</szTooltipText>
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<ubStaffLimit>4</ubStaffLimit>
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<usPerformance>100</usPerformance>
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<usPrisonBaseLimit>60</usPrisonBaseLimit>
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<CONDITIONS>
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</CONDITIONS>
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</ASSIGNMENT>
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</FACILITYTYPE>
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<FACILITYTYPE>
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@@ -333,4 +342,36 @@
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</ASSIGNMENT>
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</FACILITYTYPE>
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<FACILITYTYPE>
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<ubIndex>21</ubIndex>
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<szFacilityName>Military Prison</szFacilityName>
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<szFacilityShortName>Prison</szFacilityShortName>
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<ubTotalStaffLimit>3</ubTotalStaffLimit>
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<ASSIGNMENT>
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<ubAssignmentType>INTERROGATE_PRISONERS</ubAssignmentType>
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<szTooltipText>Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information.</szTooltipText>
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<ubStaffLimit>3</ubStaffLimit>
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<usPerformance>100</usPerformance>
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<usPrisonBaseLimit>20</usPrisonBaseLimit>
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<CONDITIONS>
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</CONDITIONS>
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</ASSIGNMENT>
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</FACILITYTYPE>
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<FACILITYTYPE>
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<ubIndex>22</ubIndex>
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<szFacilityName>Town Prison</szFacilityName>
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<szFacilityShortName>Prison</szFacilityShortName>
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<ubTotalStaffLimit>1</ubTotalStaffLimit>
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<ASSIGNMENT>
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<ubAssignmentType>INTERROGATE_PRISONERS</ubAssignmentType>
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<szTooltipText>Your mercs can Interrogate prisoners of war here. Prisoners might join you cause, or give you helpful information.</szTooltipText>
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<ubStaffLimit>1</ubStaffLimit>
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<usPerformance>100</usPerformance>
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<usPrisonBaseLimit>5</usPrisonBaseLimit>
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<CONDITIONS>
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</CONDITIONS>
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</ASSIGNMENT>
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</FACILITYTYPE>
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</FACILITYTYPES>
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@@ -7072,9 +7072,9 @@
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<mBig3Status>0</mBig3Status>
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<mBig3Quantity>0</mBig3Quantity>
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<mBig3Drop>0</mBig3Drop>
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<mSmall0>0</mSmall0>
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<mSmall0Status>0</mSmall0Status>
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<mSmall0Quantity>0</mSmall0Quantity>
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<mSmall0>1625</mSmall0>
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<mSmall0Status>100</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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@@ -7137,9 +7137,9 @@
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<mBig3Status>0</mBig3Status>
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<mBig3Quantity>0</mBig3Quantity>
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<mBig3Drop>0</mBig3Drop>
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<mSmall0>0</mSmall0>
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<mSmall0Status>0</mSmall0Status>
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<mSmall0Quantity>0</mSmall0Quantity>
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<mSmall0>1625</mSmall0>
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<mSmall0Status>100</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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@@ -7208,9 +7208,9 @@
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<mSmall1>214</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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<mSmall2>0</mSmall2>
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<mSmall2Status>0</mSmall2Status>
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<mSmall2Quantity>0</mSmall2Quantity>
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<mSmall2>1625</mSmall2>
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<mSmall2Status>100</mSmall2Status>
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<mSmall2Quantity>1</mSmall2Quantity>
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<mSmall3>0</mSmall3>
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<mSmall3Status>0</mSmall3Status>
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<mSmall3Quantity>0</mSmall3Quantity>
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@@ -8059,9 +8059,9 @@
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<mBig3Status>0</mBig3Status>
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<mBig3Quantity>0</mBig3Quantity>
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<mBig3Drop>0</mBig3Drop>
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<mSmall0>0</mSmall0>
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<mSmall0Status>0</mSmall0Status>
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<mSmall0Quantity>0</mSmall0Quantity>
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<mSmall0>1625</mSmall0>
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<mSmall0Status>100</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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@@ -8133,9 +8133,9 @@
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<mSmall2>531</mSmall2>
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<mSmall2Status>100</mSmall2Status>
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<mSmall2Quantity>2</mSmall2Quantity>
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<mSmall3>0</mSmall3>
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<mSmall3Status>0</mSmall3Status>
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<mSmall3Quantity>0</mSmall3Quantity>
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<mSmall3>1625</mSmall3>
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<mSmall3Status>100</mSmall3Status>
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<mSmall3Quantity>1</mSmall3Quantity>
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<mSmall4>0</mSmall4>
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<mSmall4Status>0</mSmall4Status>
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<mSmall4Quantity>0</mSmall4Quantity>
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@@ -8189,9 +8189,9 @@
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<mBig3Status>99</mBig3Status>
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<mBig3Quantity>0</mBig3Quantity>
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<mBig3Drop>0</mBig3Drop>
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<mSmall0>0</mSmall0>
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<mSmall0Status>0</mSmall0Status>
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<mSmall0Quantity>0</mSmall0Quantity>
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<mSmall0>1625</mSmall0>
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<mSmall0Status>100</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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@@ -8391,9 +8391,9 @@
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<mSmall0>146</mSmall0>
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<mSmall0Status>90</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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<mSmall1>1625</mSmall1>
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<mSmall1Status>95</mSmall1Status>
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<mSmall1Quantity>1</mSmall1Quantity>
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<mSmall2>0</mSmall2>
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<mSmall2Status>0</mSmall2Status>
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<mSmall2Quantity>0</mSmall2Quantity>
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@@ -12348,9 +12348,9 @@
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<mSmall3>201</mSmall3>
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<mSmall3Status>0</mSmall3Status>
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<mSmall3Quantity>1</mSmall3Quantity>
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<mSmall4>0</mSmall4>
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<mSmall4Status>0</mSmall4Status>
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<mSmall4Quantity>0</mSmall4Quantity>
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<mSmall4>1625</mSmall4>
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<mSmall4Status>100</mSmall4Status>
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<mSmall4Quantity>1</mSmall4Quantity>
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<mSmall5>0</mSmall5>
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<mSmall5Status>0</mSmall5Status>
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<mSmall5Quantity>0</mSmall5Quantity>
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@@ -12407,9 +12407,9 @@
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<mSmall1>146</mSmall1>
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<mSmall1Status>89</mSmall1Status>
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<mSmall1Quantity>1</mSmall1Quantity>
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<mSmall2>0</mSmall2>
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<mSmall2Status>0</mSmall2Status>
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<mSmall2Quantity>0</mSmall2Quantity>
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<mSmall2>1625</mSmall2>
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<mSmall2Status>100</mSmall2Status>
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<mSmall2Quantity>1</mSmall2Quantity>
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<mSmall3>0</mSmall3>
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<mSmall3Status>0</mSmall3Status>
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<mSmall3Quantity>0</mSmall3Quantity>
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@@ -24611,9 +24611,9 @@
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<mBig3Status>0</mBig3Status>
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<mBig3Quantity>0</mBig3Quantity>
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<mBig3Drop>0</mBig3Drop>
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<mSmall0>0</mSmall0>
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<mSmall0Status>0</mSmall0Status>
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<mSmall0Quantity>0</mSmall0Quantity>
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<mSmall0>1625</mSmall0>
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<mSmall0Status>93</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>0</mSmall1>
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<mSmall1Status>0</mSmall1Status>
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<mSmall1Quantity>0</mSmall1Quantity>
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