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- removed compile warnings
- Fix: sometimes, capturing the last enemy did not end combat as it should - code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -414,9 +414,6 @@ extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
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// but they can't attack empty vehicles!!
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral || them->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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// Flugente: this version still counts POWs as enemies. This allows correct refreshing of the enemy count whn taking prisoners and then moving away
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#define CONSIDERED_NEUTRAL_NOT_POW( me, them ) ( (them->aiData.bNeutral || them->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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typedef struct
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{
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UINT8 ubKeyID;
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