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synced 2026-07-22 13:40:22 +02:00
Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
This commit is contained in:
+40
-41
@@ -141,9 +141,9 @@ void ValidateEnemiesHaveWeapons()
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}
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//Counts enemies and crepitus, but not bloodcats.
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UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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UINT16 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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{
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UINT8 ubNumHostiles = 0;
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UINT16 ubNumHostiles = 0;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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@@ -158,7 +158,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumHostiles = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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}
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else
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@@ -168,7 +168,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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//Count stationary hostiles
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumHostiles = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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//Count mobile enemies
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pGroup = gpGroupList;
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@@ -185,9 +185,9 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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return ubNumHostiles;
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}
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UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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UINT16 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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{
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UINT8 ubNumEnemies = 0;
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UINT16 ubNumEnemies = 0;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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@@ -202,7 +202,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
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if( pSector )
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{
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumEnemies = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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}
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else
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@@ -212,7 +212,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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//Count stationary enemies
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pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
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ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumEnemies = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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//Count mobile enemies
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pGroup = gpGroupList;
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@@ -230,11 +230,11 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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}
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// returns how many members of a team are in a sector - not intended for OUR_TEAM!
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UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam )
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UINT16 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam )
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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UINT8 ubNumTroops;
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UINT16 ubNumTroops = 0;
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// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
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// probably isn't. But I need this bit to work.
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@@ -255,14 +255,14 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
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if ( ubTeam == ENEMY_TEAM )
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{
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ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumTroops = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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if ( is_networked )
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ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
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}
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else if ( ubTeam == MILITIA_TEAM )
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{
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ubNumTroops = (UINT8)(pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
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ubNumTroops = (pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
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}
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else if ( ubTeam == CREATURE_TEAM )
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{
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@@ -309,7 +309,7 @@ UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTe
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{
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SECTORINFO *pSector;
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GROUP *pGroup;
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UINT16 ubNum;
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UINT16 ubNum = 0;
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// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
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// probably isn't. But I need this bit to work.
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@@ -344,7 +344,7 @@ UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTe
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return ubNum;
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}
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UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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UINT16 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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{
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SECTORINFO *pSector;
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@@ -368,14 +368,14 @@ UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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return( 0 );
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}
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return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
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return (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
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}
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UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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UINT16 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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UINT8 ubNumTroops;
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UINT16 ubNumTroops;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
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AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
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@@ -396,13 +396,13 @@ UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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if( pSector->ubGarrisonID == ROADBLOCK )
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{
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//consider these troops as mobile troops even though they are in a garrison
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ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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ubNumTroops += (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
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}
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return ubNumTroops;
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}
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
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{
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GROUP *pGroup;
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SECTORINFO *pSector;
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@@ -441,7 +441,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
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}
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}
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT16 usTeam, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
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{
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GROUP *pGroup;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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@@ -468,7 +468,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
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}
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
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{
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SECTORINFO *pSector;
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AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
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@@ -486,9 +486,9 @@ void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8
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*pubNumJeeps = pSector->ubNumJeeps;
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}
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
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void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
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{
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UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
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GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumRobots, pubNumTanks, pubNumJeeps );
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@@ -576,9 +576,9 @@ void EndTacticalBattleForEnemy()
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}
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}
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UINT8 NumFreeSlots( UINT8 ubTeam )
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UINT16 NumFreeSlots( UINT8 ubTeam )
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{
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UINT8 ubNumFreeSlots = 0;
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UINT16 ubNumFreeSlots = 0;
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//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
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for ( INT32 i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
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@@ -590,13 +590,12 @@ UINT8 NumFreeSlots( UINT8 ubTeam )
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// the militia team size can be restricted by the ini
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if ( ubTeam == MILITIA_TEAM )
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{
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ubNumFreeSlots = (UINT8)max( 0, (INT8)ubNumFreeSlots - (INT8)(gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector) );
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ubNumFreeSlots = (UINT16)max( 0, (INT16)ubNumFreeSlots - (INT16)(gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector) );
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}
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return ubNumFreeSlots;
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}
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#pragma optimize("",off)
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//Called when entering a sector so the campaign AI can automatically insert the
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//correct number of troops of each type based on the current number in the sector
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//in global focus (gWorldSectorX/Y)
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@@ -1187,7 +1186,7 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
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Assert( FALSE );
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return FALSE;
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}
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#pragma optimize("",on)
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//The queen AI layer must process the event by subtracting forces, etc.
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void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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{
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@@ -2176,12 +2175,12 @@ void NotifyPlayersOfNewEnemies()
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}
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}
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void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 ubNumJeeps, BOOLEAN fMagicallyAppeared )
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void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumAdmins, UINT16 ubNumTroops, UINT16 ubNumElites, UINT16 ubNumRobots, UINT16 ubNumTanks, UINT16 ubNumJeeps, BOOLEAN fMagicallyAppeared )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT16 ubCurrSlot;
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UINT16 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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// while transport groups can't normally reinforce, this covers the case where a transport group enters a sector (via normal movement)
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@@ -2323,7 +2322,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumTroops && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops) )
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else if( ubNumTroops && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops) )
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{
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ubNumTroops--;
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ubTotalSoldiers--;
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@@ -2346,7 +2345,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumAdmins && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins) )
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else if( ubNumAdmins && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins) )
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{
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ubNumAdmins--;
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ubTotalSoldiers--;
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@@ -2369,7 +2368,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumRobots && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
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else if( ubNumRobots && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
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{
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ubNumRobots--;
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ubTotalSoldiers--;
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@@ -2392,7 +2391,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if( ubNumTanks && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
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else if( ubNumTanks && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
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{
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ubNumTanks--;
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ubTotalSoldiers--;
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@@ -2415,7 +2414,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumJeeps && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
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else if ( ubNumJeeps && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
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{
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ubNumJeeps--;
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ubTotalSoldiers--;
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@@ -2463,12 +2462,12 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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#endif
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}
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumGreens, UINT16 ubNumRegulars, UINT16 ubNumElites, BOOLEAN fMagicallyAppeared )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT16 ubCurrSlot;
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UINT16 ubTotalSoldiers;
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UINT8 bDesiredDirection = 0;
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switch ( ubStrategicInsertionCode )
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@@ -2558,7 +2557,7 @@ void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumRegulars && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars) )
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else if ( ubNumRegulars && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars) )
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{
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ubNumRegulars--;
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ubTotalSoldiers--;
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@@ -2581,7 +2580,7 @@ void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumGreens && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars + ubNumGreens) )
|
||||
else if ( ubNumGreens && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars + ubNumGreens) )
|
||||
{
|
||||
ubNumGreens--;
|
||||
ubTotalSoldiers--;
|
||||
|
||||
Reference in New Issue
Block a user