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New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.
For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918 Requires GameDir >= r2099. Does not break savegame compatibility. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1841,13 +1841,13 @@ UINT8 GetTownSectorSize( INT8 bTownId )
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UINT8 ubSectorSize = 0;
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INT32 iCounterA =0, iCounterB = 0;
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for( iCounterA = 0; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ )
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for( iCounterA = 0; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); ++iCounterA )
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{
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for( iCounterB = 0; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ )
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for( iCounterB = 0; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); ++iCounterB )
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{
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if( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId )
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if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId )
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{
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ubSectorSize++;
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++ubSectorSize;
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}
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}
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}
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@@ -1878,12 +1878,11 @@ UINT8 GetMilitiaCountAtLevelAnywhereInTown( UINT8 ubTownValue, UINT8 ubLevelValu
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UINT8 GetTownSectorsUnderControl( INT8 bTownId )
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{
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INT8 ubSectorsControlled = 0;
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INT32 iCounterA =0, iCounterB = 0;
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UINT16 usSector = 0;
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for( iCounterA = 0; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ )
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for ( INT32 iCounterA = 0; iCounterA < (INT32)(MAP_WORLD_X - 1); iCounterA++ )
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{
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for( iCounterB = 0; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ )
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for ( INT32 iCounterB = 0; iCounterB < (INT32)(MAP_WORLD_Y - 1); iCounterB++ )
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{
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usSector = (UINT16)CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
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