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- Fix: compiler warning
- If possible, use the intended macrso to determine sector coordinates git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8018 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -241,8 +241,8 @@ BOOLEAN AddPlayerToGroup( UINT8 ubGroupID, SOLDIERTYPE *pSoldier )
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{
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pGroup->pPlayerList = pPlayer;
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pGroup->ubGroupSize = 1;
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pGroup->ubPrevX = (UINT8)((pSoldier->ubPrevSectorID % 16) + 1);
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pGroup->ubPrevY = (UINT8)((pSoldier->ubPrevSectorID / 16) + 1);
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pGroup->ubPrevX = SECTORX( pSoldier->ubPrevSectorID );
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pGroup->ubPrevY = SECTORY( pSoldier->ubPrevSectorID );
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pGroup->ubSectorX = (UINT8)pSoldier->sSectorX;
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pGroup->ubSectorY = (UINT8)pSoldier->sSectorY;
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pGroup->ubSectorZ = (UINT8)pSoldier->bSectorZ;
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@@ -2796,7 +2796,6 @@ void InitiateGroupMovementToNextSector( GROUP *pGroup )
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//Calc time to get to next waypoint...
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if ( !pGroup->ubSectorZ )
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{
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BOOLEAN fCalcRegularTime = TRUE;
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if ( pGroup->usGroupTeam == ENEMY_TEAM )
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{
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//Determine if the enemy group is "sleeping". If so, then simply delay their arrival time by the amount of time
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@@ -2813,7 +2812,7 @@ void InitiateGroupMovementToNextSector( GROUP *pGroup )
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}
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else if ( pGroup->usGroupTeam == MILITIA_TEAM )
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{
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// As the player orders militia to move, a chance-based system is ill-advised - the player would simply cancel and reassign the order, leading to bypassing the mechanci in a tedious way
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// As the player orders militia to move, a chance-based system is ill-advised - the player would simply cancel and reassign the order, leading to bypassing the mechanic in a tedious way
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// so instead, we always add a penalty, but it will be lower
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// however, do not give such a penalty for movement inside a town - the player might just want to redistribute his troops, and this would be tedious
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if ( GetWorldHour( ) >= 21 || GetWorldHour( ) <= 4 )
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