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Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
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+26
-26
@@ -487,18 +487,18 @@ typedef struct SECTORINFO
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//This value determines how quickly it is investigated by the enemy.
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UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
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//indexes the garrison group.
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INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
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INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
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BOOLEAN fMilitiaTrainingPaid;
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UINT8 ubMilitiaTrainingPercentDone;
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UINT8 ubMilitiaTrainingHundredths;
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//enemy military presence
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BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
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//enemy only info
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UINT8 ubNumTroops; //the actual number of troops here.
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UINT8 ubNumElites; //the actual number of elites here.
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UINT8 ubNumAdmins; //the actual number of admins here.
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UINT8 ubNumCreatures; //only set when immediately before ground attack made!
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UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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UINT16 ubNumTroops; //the actual number of troops here.
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UINT16 ubNumElites; //the actual number of elites here.
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UINT16 ubNumAdmins; //the actual number of admins here.
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UINT16 ubNumCreatures; //only set when immediately before ground attack made!
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UINT16 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
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// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
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@@ -511,8 +511,8 @@ typedef struct SECTORINFO
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//throught the sector without entering it.
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INT8 bNameId;
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INT8 bUSUSED;
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INT8 bBloodCats;
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INT8 bBloodCatPlacements;
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INT16 bBloodCats;
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INT16 bBloodCatPlacements;
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INT8 UNUSEDbSAMCondition;
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UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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@@ -551,8 +551,8 @@ typedef struct SECTORINFO
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UINT32 uiTimeAIArtillerywasOrdered; // Flugente: updated every time an artillery strike is ordered from the militia
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UINT8 ubNumTanks;
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UINT8 ubTanksInBattle;
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UINT16 ubNumTanks;
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UINT16 ubTanksInBattle;
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// Flugente: disease
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UINT16 usNumCorpses; // number of corpses in this sector
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@@ -565,8 +565,8 @@ typedef struct SECTORINFO
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FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
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// Flugente: enemy jeeps
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UINT8 ubNumJeeps;
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UINT8 ubJeepsInBattle;
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UINT16 ubNumJeeps;
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UINT16 ubJeepsInBattle;
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UINT8 usWorkers;
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UINT8 ubWorkerTrainingHundredths;
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@@ -583,8 +583,8 @@ typedef struct SECTORINFO
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UINT8 ubNumElites_Turncoat;
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UINT8 usExplorationProgress;
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UINT8 ubNumRobots;
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UINT8 ubRobotsInBattle;
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UINT16 ubNumRobots;
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UINT16 ubRobotsInBattle;
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INT8 bPadding[ 6 ];
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}SECTORINFO;
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@@ -600,18 +600,18 @@ typedef struct UNDERGROUND_SECTORINFO
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{
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UINT32 uiFlags;
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UINT8 ubSectorX, ubSectorY, ubSectorZ;
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UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
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UINT16 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
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UINT8 fVisited;
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INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
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//the more people go near it. A travel rating of 0 means there are never people
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//around. This value is used for determining how often items would "vanish" from
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//a sector.
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UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
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struct UNDERGROUND_SECTORINFO *next;
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UINT8 ubNumBloodcats; // Bloodcat population
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UINT16 ubNumBloodcats; // Bloodcat population
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UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
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UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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UINT16 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
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// adding these (should not change struct layout due to padding)
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UINT8 ubMusicMode, ubUnsed;
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@@ -622,20 +622,20 @@ typedef struct UNDERGROUND_SECTORINFO
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BOOLEAN fCampaignSector;
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#endif
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UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
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UINT16 uiNumberOfPrisonersOfWar[PRISONER_MAX];
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UINT8 ubNumTanks;
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UINT8 ubTanksInBattle;
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UINT16 ubNumTanks;
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UINT16 ubTanksInBattle;
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// Flugente: fortification
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FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
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FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
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UINT8 ubNumJeeps;
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UINT8 ubJeepsInBattle;
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UINT16 ubNumJeeps;
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UINT16 ubJeepsInBattle;
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UINT8 usExplorationProgress;
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UINT8 ubNumRobots;
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UINT8 ubRobotsInBattle;
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UINT16 ubNumRobots;
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UINT16 ubRobotsInBattle;
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INT8 bPadding[10];
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//no padding left!
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@@ -656,4 +656,4 @@ enum CreateMusic
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CM_ALWAYS,
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};
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#endif
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#endif
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