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- Fix: possible mismatch of individual militia profiles if trained militia were immediately promoted
- Fix: Armour/Misc. resources also limit training of green militia - cleaned up button deletion git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8456 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -451,53 +451,20 @@ BOOLEAN CreateButtonsForMapBorder( void )
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void DeleteMapBorderButtons( void )
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{
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UINT8 ubCnt;
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RemoveButton( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ]);
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RemoveButton( giMapBorderButtons[ MAP_BORDER_MINE_BTN ]);
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RemoveButton( giMapBorderButtons[ MAP_BORDER_TEAMS_BTN ]);
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RemoveButton( giMapBorderButtons[ MAP_BORDER_AIRSPACE_BTN ]);
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RemoveButton( giMapBorderButtons[ MAP_BORDER_ITEM_BTN ]);
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RemoveButton( giMapBorderButtons[ MAP_BORDER_MILITIA_BTN ]);
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// WANNE: Only remove if we added the button
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if ( gGameExternalOptions.gfAllowMilitiaGroups && !gGameExternalOptions.fMilitiaStrategicCommand )
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RemoveButton( giMapBorderButtons[ MAP_BORDER_MOBILE_BTN ]); // HEADROCK HAM 4
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if ( giMapBorderButtons[MAP_BORDER_DISEASE_BTN] != -1 )
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RemoveButton( giMapBorderButtons[MAP_BORDER_DISEASE_BTN] );
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if ( giMapBorderButtons[MAP_BORDER_WEATHER_BTN] != -1 )
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RemoveButton( giMapBorderButtons[MAP_BORDER_WEATHER_BTN] );
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// images
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_TOWN_BTN ] );
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MINE_BTN ] );
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_TEAMS_BTN ] );
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_AIRSPACE_BTN ] );
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_ITEM_BTN ] );
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MILITIA_BTN ] );
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// WANNE: Only unload if we added the button
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if ( gGameExternalOptions.gfAllowMilitiaGroups && !gGameExternalOptions.fMilitiaStrategicCommand )
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UnloadButtonImage( giMapBorderButtonsImage[ MAP_BORDER_MOBILE_BTN ] ); // HEADROCK HAM 4
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if ( giMapBorderButtonsImage[MAP_BORDER_DISEASE_BTN] != -1 )
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UnloadButtonImage( giMapBorderButtonsImage[MAP_BORDER_DISEASE_BTN] );
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if ( giMapBorderButtonsImage[MAP_BORDER_WEATHER_BTN] != -1 )
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UnloadButtonImage( giMapBorderButtonsImage[MAP_BORDER_WEATHER_BTN] );
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// HEADROCK HAM 4: Increased number of buttons by one.
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for ( ubCnt = 0; ubCnt < NUM_MAP_BORDER_BTNS; ++ubCnt )
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for ( int i = 0; i < NUM_MAP_BORDER_BTNS; ++i )
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{
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giMapBorderButtons[ ubCnt ] = -1;
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giMapBorderButtonsImage[ ubCnt ] = -1;
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if ( giMapBorderButtons[i] != -1 )
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RemoveButton( giMapBorderButtons[i] );
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giMapBorderButtons[i] = -1;
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if ( giMapBorderButtonsImage[i] != -1 )
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UnloadButtonImage( giMapBorderButtonsImage[i] );
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giMapBorderButtonsImage[i] = -1;
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}
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}
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// callbacks
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void BtnMilitiaCallback(GUI_BUTTON *btn,INT32 reason)
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{
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@@ -512,7 +479,6 @@ void BtnMilitiaCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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void BtnTeamCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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@@ -526,7 +492,6 @@ void BtnTeamCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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void BtnTownCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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@@ -540,7 +505,6 @@ void BtnTownCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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void BtnMineCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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@@ -554,7 +518,6 @@ void BtnMineCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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void BtnAircraftCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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@@ -569,7 +532,6 @@ void BtnAircraftCallback(GUI_BUTTON *btn,INT32 reason)
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}
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}
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void BtnItemCallback(GUI_BUTTON *btn,INT32 reason)
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{
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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+54
-21
@@ -198,17 +198,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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// if we can't train as many militia as we should due to lack of volunteers, the excess training goes into promoting militia
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UINT8 promotionsfromvolunteers = ubMilitiaToTrain;
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ubMilitiaToTrain = min( ubMilitiaToTrain, GetVolunteerPool( ) );
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT val_gun, val_armour, val_misc;
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GetResources( val_gun, val_armour, val_misc );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_gun );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_armour );
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ubMilitiaToTrain = min( ubMilitiaToTrain, (INT32)val_misc );
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}
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promotionsfromvolunteers -= ubMilitiaToTrain;
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// HEADROCK HAM 3.4: Composition of new Mobile Militia groups is now dictated by two INI settings controlling
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@@ -324,6 +313,49 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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--ubTargetGreen;
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}
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// Flugente: resources limit our training
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT val_gun, val_armour, val_misc;
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GetResources( val_gun, val_armour, val_misc );
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while ( ubTargetElite > (INT32)val_misc )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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while ( 2 * ubTargetElite + ubTargetRegular > (INT32)val_armour )
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{
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if ( ubTargetElite )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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else
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{
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--ubTargetRegular;
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++ubTargetGreen;
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}
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}
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while ( 3 * ubTargetElite + 2 * ubTargetRegular + ubTargetGreen > (INT32)val_gun )
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{
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if ( ubTargetElite )
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{
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--ubTargetElite;
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++ubTargetRegular;
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}
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else if ( ubTargetRegular )
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{
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--ubTargetRegular;
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++ubTargetGreen;
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}
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else
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--ubTargetGreen;
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}
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}
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while ( trained + promotionstodo < ubMilitiaToTrain )
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{
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////////////////////////////////
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@@ -389,6 +421,17 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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AddResources( -numcreated[GREEN_MILITIA] - numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[REGULAR_MILITIA] - numcreated[ELITE_MILITIA], -numcreated[ELITE_MILITIA] );
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}
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// Flugente: we need to create profiles fro individual militia here, as they might immediately be promoted afterwards in rare cases
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// Flugente: create individual militia
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for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
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CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
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CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
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CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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// handle promotions
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UINT8 promotions = 0;
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UINT8 promotedto = 0;
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@@ -411,16 +454,6 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
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// Flugente: substract volunteers
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AddVolunteers( -trained );
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// Flugente: create individual militia
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for ( int i = 0; i < numcreated[GREEN_MILITIA]; ++i )
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CreateNewIndividualMilitia( GREEN_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[REGULAR_MILITIA]; ++i )
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CreateNewIndividualMilitia( REGULAR_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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for ( int i = 0; i < numcreated[ELITE_MILITIA]; ++i )
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CreateNewIndividualMilitia( ELITE_MILITIA, MO_ARULCO, SECTOR( sTMapX, sTMapY ) );
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}
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if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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@@ -270,8 +270,6 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
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GetResources( val_gun, val_armour, val_misc );
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iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_gun );
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iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_armour );
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iTrainingSquadSize = min( iTrainingSquadSize, (INT32)val_misc );
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}
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promotionsfromvolunteers -= iTrainingSquadSize;
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