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- A few minor bugfixes (by Buggler)
o Tactical Real-time Retreat bugfix (Overhead.cpp) o Enemy in pursuit mode bugfix (Strategy AI.cpp) o History Log Entry for Autoresolve Retreat (Auto Resolve.cpp) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4781 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2056,6 +2056,7 @@ void RenderAutoResolve()
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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gsCiviliansEatenByMonsters = gpAR->ubAliveEnemies;
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}
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LogBattleResults( LOG_DEFEAT );
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break;
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}
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}
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@@ -2115,6 +2115,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
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Assert( !pGroup->fPlayer );
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if( pGroup->pEnemyGroup->ubIntention == PURSUIT )
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{ //Lost the player group that he was going to attack. Return to original position.
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SetThisSectorAsEnemyControlled( pGroup->ubSectorX, pGroup->ubSectorY, 0, TRUE );
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ReassignAIGroup( &pGroup );
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return TRUE;
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}
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@@ -6177,6 +6177,13 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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// return(FALSE);
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//}
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// First check for end of battle....
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// If there are no enemies at all in the sector
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// Battle end should take precedence!
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if ( CheckForEndOfBattle( FALSE ) )
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{
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return( TRUE );
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}
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// We can only check for end of combat if in combat mode
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if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
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@@ -6194,15 +6201,6 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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return( FALSE );
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}
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// First check for end of battle....
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// If there are no enemies at all in the sector
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// Battle end should take presedence!
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if ( CheckForEndOfBattle( FALSE ) )
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{
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return( TRUE );
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}
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fWeSeeNoOne = WeSeeNoOne();
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fNobodyAlerted = NobodyAlerted();
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